04/19/16 – April 19 Release Notes

HEART OF MAGUUMA—REWARDS AND EXPERIENCE

The rewards in the Heart of Thorns™ maps have had a significant rebalance focused on providing more frequent rewards while playing through all content on these maps. Many of these changes were made in concert with the map event structure changes, but general changes were also made that will make exploration and solo play in the map more rewarding. Finally, some new rewards were added for both veteran and new explorers of Maguuma.

Experience from killing creatures has been increased by 50%.

Events in the Heart of Thorns maps are no longer subject to diminishing returns for their rewards.

In the portions of the Heart of Thorns maps that no longer use the map-wide progress bar (“Securing Verdant Brink,” “Defending Tarir,” “Advancing Across Tangled Roots”) have had rewards added to the individual events. These give experience points, map currencies, keys to map chests, and other goodies.

Rewards that now come from individual events have been rebalanced and consolidated into a smaller number of bags, reducing the number of inventory slots that players’ loot takes up during these event chains.

All maps should give more of their appropriate currencies and keys for completing event chains, and new chests will appear while completing an event chain.

New items have been added for defeating map bosses, offering players a choice of items including ascended crafting materials, currencies for collections, and other valuable goods.

Mastery vendors across the maps have acquired new souvenirs for heroes to purchase. Players can now take home their own Exalted Chest, Crystallized Supply Cache, and Airship Cargo into their home instances. These can be opened once per day and come with 3 keys.

Adventures are easier to access, easier to complete, and have increased experience rewards.

HEART OF MAGUUMA—MAP CHANGES

We revamped map event rewards, splitting rewards out of many meta-event chains into their individual events to free players from feeling trapped by map cycles or by the progression state of the map they’re placed in. We revisited the events and rewards in the Maguuma Jungle maps to allow for greater single-player accessibility and progression while still allowing for key bigger moments in which players can join up and work together toward map-wide objectives. Players will now be rewarded more often from events as they explore the jungle, and they should find it easier to complete the map-wide events with organization.

Verdant Brink

Events

The daytime map reward structure has changed. Rewards during this phase will be given out incrementally through events instead of through a map-wide progress bar.

All waypoints during the “Night and the Enemy” meta-event will be available by default. Previously, the number of waypoints available depended on the progression of each hub during the daytime period.

Completing the nighttime phase at the highest security level will now award the player their choice of equipment from the Bladed armor set.

Reduced the number of items required to complete the “Salvage damaged armaments to build bombs” event, and the number of items required now scales based on the number of participants.

Reduced the number of items required to complete the “Salvage supplies from the Ordnance Corps airship wreckage” event, and the number of items required now scales based on the number of participants.

Replaced the enemies that would leave the event area and become difficult to find in the “Escort rescued nobles to the Pact crash site” event.

Reduced the number of items required to complete the “Salvage scrap from the crashed Pact airship for Bongo to reinforce the outpost” event, and the number of items required now scales based on the number of participants.

Increased the speed at which Skybreaker plants bombs in the “Keep enemies away from Skybreaker while she plants explosives” event.

The champions in the “Kill the rampaging Mordrem” nighttime events have been changed to veterans.

The “Clear hostiles from the nobles’ crash site” event no longer begins if the map initializes at night. This event also now fails at night.

The “Clear hostiles from the Ordnance Corps outpost” event no longer begins if the map initializes at night. This event also now fails at night.

The “Destroy the Mordrem breachers to cut off enemy reinforcements” event no longer begins if the map initializes at night. This event also now fails at night.

Laranthir and the Pale Reavers are removed at dawn.

The “Defeat the Mordrem invaders to clear the village” event no longer begins if the map initializes at night. This event also now fails at night.

The “Clear the Pact Camp of Mordrem” event no longer begins if the map initializes at night. This event also now fails at night.

Added repeatable veteran Mordrem kill events to the Jaka Itzel and Pact Encampment outposts.

Itzel hunt events are now set to repeat after the outpost is completed.

Added repeatable survivor-rescue events to the Pact Encampment outpost after the outpost is completed.

Added repeatable corrupted tendril events to the Pact Encampment outpost after the outpost is completed.

Added veteran events around the Noble Ledges area.

Added veteran events around the Broken Bluffs area.

Added veteran events around the Dry Step Mesas area.

Reduced warm-up timers on repeatable events around the Broken Bluffs area.

Waypoints

Jaka Itzel Waypoint will no longer become contested at any point. It has been moved to a safer spot in the Itzel village to accommodate this change.

Faren’s Flyer Waypoint will no longer become contested at any point. It has been moved very slightly to accommodate this change.

Mellaggan’s Valor Waypoint will now only become contested when events pass through its area.

Shrouded Ruins Waypoint will now only become contested when events pass through its area.

General

Decreased enemy spawns in a few choke-point areas that line up with some of the more heavily traveled roads.

Chests awarded by bosses defeated in canopy events have had their models changed and no longer require crowbars.

Adjusted the distribution of Airship Cargo for changes to the meta-event cycle.

Added NPCs near the two Itzel mastery vendors to show off the Bladed armor set.

Added an NPC near the Nuhoch mastery vendor to show off the Chak weapon set.

Hero Challenges

Coztic Itzel Belongings: Adjusted the Precision Strike skill so that the third hit does not do enough damage to down a lightly armored character.

Coztic Itzel Belongings: Adjusted the Spread Shot skill so that all five projectiles cannot hit a single person.

Security Console: Fixed an issue with the Launch Fist skill that caused the targeted players to be pulled regardless of where they were in relation to the fist. This skill now only pulls players in the area the fist travels in front of the golem.

Bug

Fixed a bug that prevented Axemaster Gwyllion’s stealth effect from being removed if his defiance bar was broken.

Auric Basin

Events

When the “Trial by Fire” meta-event begins, Exalted Armor Challenges now always start at the maximum number of armors available. Exalted Armor Challenges will not start if a new map starts during this time.

Participating in the Exalted Armor Challenges during the “Trial by Fire” meta-event now awards personal participation toward the global map progress.

The following events now give an increased amount of player participation toward the map:

The “Destroy the vines blocking Tarir’s entrance” event

The “Defeat the mustering Mordrem before the attack on Tarir begins” event

The “Slay the octovine!” event

Event rewards for slaying the octovine are now given all at once instead of individually. Participating in one “Slay the octovine!” event now gives improved rewards, but players will only be eligible for this reward once.

The “Defending Tarir” event reward structure has changed. Rewards during this phase will now be given out incrementally through events. Small Exalted Chests can now be found near outposts and pylons after they’ve been activated.

Patrolling vinetooth events have been added near Northwatch Descent, Westwatch Patch, Bristleback Chasm, and Southwatch Creep.

Added twelve spring-purification events to Maguuma Shallows, Weeping Glade, and the Falls.

The Maguuma Guardian effect is now a duration effect that increases three minutes for each Maguuma spring cleansed. The three springs in the “Destroy the vinewraths and their Mordrem infestation so Scholar Keenwit can complete the druid ritual” event in the Maguuma Shallows also count toward the effect duration.

Added “Defeat the mustering Mordrem before the attack on Tarir begins” events outside each city gate during the “Trial by Fire” meta-event.

Any veteran Mordrem Guard who survive these events will then move to join the guards at city gates for the “Battle in Tarir” meta-event.

Added three stealth target events near the Falls, Burnisher Quarry, and Bristleback Chasm.

The “Destroy the vines blocking Tarir’s north/south/east/west entrance” events are now correctly marked as group events.

The event creature scaling has been toned down for the “Protect skritt foragers as they return with supplies from the jungle” event.

Waypoints

Northwatch Waypoint, Westwatch Waypoint, and Southwatch Waypoint have been moved slightly and will now remain uncontested.

General

Adjusted the Inner Chamber point of interest so it can now be discovered from outside the entry door.

The AFK timer for enchanted armors now will not begin until the “Battle in Tarir” meta-event has started.

The boundary for enchanted armor around Northwatch Descent has been extended to include the road leading down by the Suspicious Orichalcum Node Hero Challenge.

Added a warning message to help instruct players in enchanted armor to turn back once they’ve reached a boundary.

The Inner Chamber can now be accessed by anyone who has completed the Exalted Markings Mastery training.

Added NPCs near the Itzel mastery vendor to show off the Bladed armor set.

Added an NPC near the Nuhoch mastery vendor to show off the Chak weapon set.

Added 12 hidden chests, bringing the total to 24 in the map.

Hero Challenges

“Hero Challenge: Defeat the Tarnished Sage” has been moved into an open room beneath Tarir.

Bugs

Fixed a bug that sometimes caused the failure message to appear when the “Battle in Tarir” meta-event was completed successfully.

Fixed a bug that caused the mushroom transform to be removed when players were hit by the octovine’s poison attack.

Fixed an overabundance of pocket raptors near Maguuma Shallows.

Fixed hidden chests to spawn correctly at Griffonfall, Burnisher Quarry, and Weeping Glade.

Fixed a visual seam in the world map along the south edge of Auric Basin in the zoomed-out view of the Tyria (Surface) level.

Tangled Depths

Events

Changed the “King of the Jungle” meta-event reward structure (during the build-up period to the chak gerent). Rewards during this phase will be given out incrementally through events instead of through a map-wide progress bar.

Decoupled the chak gerent lanes from the building phases and removed the corresponding bonuses, with the exception of the jumping mushrooms in the Nuhoch Lane and the bonus eggs in the Ogre Lane.

Revisited participation awards for the chak gerent fight to reflect overall changes to the map-wide progress structure. Players who have participated from the start of the chak gerent phase will now reach the 100% goal, and the potential of lane hopping to boost players’ participation percentage has been removed.

The chak gerent now takes increased damage when its defiance bar is broken.

Adjusted the difficulty of events in the chak gerent lanes to account for the lack of lane bonuses.

Added several new events after the outpost building phase for more solo content.

Adjusted the balance of the “Protect the newly hatched beetle larvae until they reach a stable population” event.

Adjusted the balance of the “Defend the beetle larvae as they search for a place to metamorphose” event.

Revisited the flow of the champion events after building phases.

Fixed a bug in the “Draw the shielded golem’s fire while Agent Zildi reprograms it” event that awarded participation to anyone nearby even when the event wasn’t active.

Fixed the scaling of the chak in the “Join Shrael Backstab on his recon mission” event.

Adjusted the requirements for the event participation thresholds (bronze, silver, gold) for the “Join Shrael Backstab on his recon mission” event.

Fixed a scaling issue with the “Kill nearby mushrooms to provide the Nuhoch’s beetles with food” event.

Fixed a scaling issue with the “Lure the beetles near mushrooms to calm them by releasing spores from nodules” event. More bait sticks have also been added to this event.

Adjusted how players receive participation as well as the requirements for the event participation thresholds (bronze, silver, and gold) for the “Protect Zildi while she hacks the defense matrix” event.

Changed the range at which the “Collect spore samples and turn them in to Kott’s Assistant” event broadcasts. The timer on this event has also been increased.

General

Chak goop now no longer affects player speed if that player has the Nuhoch Alchemy Mastery.

Added NPCs near the Itzel mastery vendor to show off the Bladed armor set.

Added NPCs near the two Nuhoch mastery vendors to show off the Chak weapon set.

Fixed some hostility issues with the natural creatures.

Doubled the number of Crystallized Supply Caches on the map.

Changed the lane defender achievements to award achievements without regard to which stage the gerent was killed in.

Bugs

Fixed several vistas to properly display on the upper level of the world map.

Added an icon to the chak gerent boss chest.

Fixed a bug that would sometimes remove the visual cues for the chak gerent’s skill effects.

Fixed a bug that prevented the bonus chest for the “Collect chak eggs so the ogres can research them” event from appearing.

Dragon’s Stand

Events

Increased the timer after victory from 15 to 25 minutes.

A new reward item, available once per day, has been added to Mordremoth’s cache.

General

The Juvenile Electric Wyvern pet is now available from the Wyvern Nest after players take control of the Central Advance Camp.

The Juvenile Tiger is no longer hidden in an area that can only be accessed once the Mouth of Mordremoth has been defeated.

Noxious pods now have a glow that is visible through terrain.

All areas the Blighting Trees previously blocked until the boss’s defeat are now unlocked.

The Whispers Keeper at the Pact Base Camp now has access to the full services that his counterpart on Mordremoth’s Vantage has.

The Whispers Keepers now also sell boxes for each of the Leystone armor pieces in exchange for Ley-Line Crystals, Piles of Auric Dust, Airship Parts, and Crystalline Ore.

Added NPCs near the map currency vendor to show off the Leystone armor set.

Noxious pods now spawn near the forward camps and advance camps when they are captured by allied forces. Additional pods will become available for each additional group of allies that the players obtain.

HEART OF MAGUUMA—ADVENTURES

Adventures are now unlocked more often. They have more forgiving time limits and allow players to more easily reach bronze, silver, and gold completion. They also give more experience for reaching those completion tiers.

Unlocking and Accessing Adventures

The Tendril Torchers and Salvage Pit adventures in Verdant Brink have both been altered to stay unlocked during the entire daytime period.

The Shooting Gallery adventure in Verdant Brink has been altered to be unlocked during most of the day, except when the following events move through the space:

The “Defend the Pact encampment against hylek attacks” event

The “Salvage scrap from the crashed Pact airship for Bongo to reinforce the outpost” event

The “Help Faren train to be a swordsmaster” event

All adventures in Auric Basin will now remain unlocked except during the “Battle in Tarir” meta-event.

The Beetle Feast and Scrap Rifle Field Test adventures in Tangled Depths will now remain available when the chak gerent isn’t present.

Time Limits

Bugs in the Branches: Added 5 seconds to the time limit.

Shooting Gallery: Added 30 seconds to the time limit.

Fallen Masks: Added 15 seconds to the time limit.

On Wings of Gold: Added an updraft near Northgate to make it easier to reach the adventure.

A Fungus Among Us: Changed the time required to achieve a gold ranking to 1 minute and 25 seconds.

The Floor Is Lava?: Added 15 seconds to the time limit.

Haywire Punch-o-Matic Battle: Added 5 seconds to the time limit. Also added a world-map marker in Tangled Depths.

Sanctum Scramble: Changed the time required to achieve a gold ranking to 2 minutes and 35 seconds.

Scrap Rifle Field Test: Added a world-map marker in Tangled Depths.

Rewards

Adventures now give increased experience in their daily bronze, silver, and gold rewards.

ACHIEVEMENTS

We overhauled daily achievements, adding new, specific Heart of Thorns dailies for those who own the expansion, plus new jumping puzzle, minidungeon, and dungeon path dailies to the regular rotation. These changes—plus the addition of a new flat gold reward for completing the Daily Completionist achievement—should encourage players to explore a wider variety of content.

Completing the daily meta-achievement now additionally rewards players with 2 gold.

New daily achievements have been added to the rotation:

Heart of Thorns Dailies: Specific dailies for Heart of Thorns will only appear in a player’s rotation if they own the expansion. The following dailies have a chance to replace similar dailies currently in the rotation:

Daily Verdant Brink Event Completer

Daily Auric Basin Event Completer

Daily Tangled Depths Event Completer

Daily Dragon’s Stand Event Completer

Daily Heart of Maguuma Miner

Daily Heart of Maguuma Lumberer

Daily Heart of Maguuma Forager

Daily Heart of Maguuma Vista Viewer

Earn bronze or better in these adventures:

A Fungus Among Us

Beetle Feast

Bugs in the Branches

Drone Race

Fallen Masks

Flying Circus

Haywire Punch-o-Matic Battle

On Wings of Gold

Sanctum Scramble

Scrap Rifle Field Test

Shooting Gallery

Tendril Torchers

The Floor Is Lava?

The Ley-Line Run

Complete daily jumping-puzzle achievements:

Antre of Adjournment

Behem Gauntlet

Branded Mine

Buried Archives

Chaos Crystal Cavern

Coddler’s Cove

Conundrum Cubed

Crash Site

Craze’s Folly

Crimson Plateau

Dark Reverie

Demongrub Pits

Fawcett’s Bounty

Goemm’s Lab

Grendich Gamble

Griffonrook Run

Hexfoundry

Hidden Garden

King Jalis’s Refuge

Loreclaw Expanse

Morgan’s Leap

Only Zuhl

Pig Iron Quarry

Professor Portmatt’s Lab

Scavenger’s Chasm

Shaman’s Rookery

Shattered Ice Ruins

Skipping Stones

Spekk’s Lab

Spelunker’s Delve

Swashbuckler’s Cove

The Collapsed Observatory

Tribulation Caverns

Tribulation Rift

Under New Management

Urmaug’s Secret

Vizier’s Tower

Wall Breach Blitz

Weyandt’s Revenge

Complete daily minidungeon achievements:

Bad Neighborhood

Don’t Touch the Shiny

Forgotten Stream

Forsaken Fortune

Goff’s Loot

Grounded

Magellan’s Memento

Rebel’s Seclusion

Ship of Sorrows

Tears of Itlaocol

The Long Way Around

Vexa’s Lab

Windy Cave

Complete 1 explorable path from a dungeon:

Ascalonian Catacombs

Caudecus’s Manor

Twilight Arbor

Sorrow’s Embrace

Citadel of Flame

Honor of the Waves

Crucible of Eternity

The Ruined City of Arah

Collections for the unique weapons for each specialization now require bronze in the requisite adventure instead of silver.

A new repeatable dungeon achievement has been added. See the Dungeons section below.

DUNGEONS

We increased dungeon rewards, including both gold and tokens. We chose to use a repeatable achievement to deliver gold rewards, as it encourages completing multiple dungeon paths while allowing dungeon runners to play as many dungeons as they like when it’s convenient for them, rather than tying players to a daily reset.

Added a new repeatable achievement for completing 8 unique dungeon paths. Completing this achievement will award players with 5 gold and 150 tokens from the dungeon of their choice.

Dungeon tokens given in the daily bonus chest awarded the first time each dungeon path is completed have been increased from 40 to 80 tokens.

All Aetherblade weapons now drop much more frequently from the chest that is awarded after defeating the Clockheart boss at the end of the Aetherblade path of the Twilight Arbor explorable-mode dungeon.

FRACTALS OF THE MISTS

Ad Infinitum

Players are now able to complete the quest to obtain Ad Infinitum, the legendary backpack! Once they have crafted Unbound, they can speak to Kelvei to unlock the fourth collection and start the last part of the journey.

Fractal Tiers

We are changing the way that we break up fractal scales into tiers.

Casual tier has been renamed Initiate tier.

Core tier has been renamed Adept tier.

Elite tier has been split into Expert tier and Master tier.

Initiate tier now covers scales 1 – 25, Adept tier covers scales 26 – 50, Expert tier covers scales 51 – 75, and Master tier covers scales 76 – 100.

Tiers in the Looking for Group UI have been updated to reflect these changes.

Achievements

We have created a new set of daily achievements inside of fractals that will replace the old dailies. These new daily achievements are designed to encourage players to complete fractals appropriate to their skill level by giving them cumulative rewards for completing fractals at higher scales.

Each day there will be 3 recommended islands given to players, with each island having daily achievements for completing it at or above scale 1, at or above scale 26, at or above scale 51, and at or above scale 76. Players will be awarded the daily achievement for that recommended island when completing it at that scale or higher. As an example, if one of the recommended islands is Uncategorized, players can complete Uncategorized at scale 62 to attain the achievements for completing it at or above scale 1, 26, and 51 in a single run. The achievement for scale 76 or above will remain locked unless players complete Uncategorized at either scale 79 or 91. The following changes were made to fractal achievements:

Retired the existing Daily Fractal Adept, Veteran, and Champion achievements.

Created new Initiate, Adept, Expert, and Master daily island achievement tiers.

Completing a high-tier daily island achievement will also award players the corresponding lower tier achievements.

Adjusted the drop rates of the daily achievement chests.

Preexisting Veteran Chests of the Mists and Champion Chests of the Mists have retained their old drop rates as the drop rates of the new chests are radically different.

Renamed the Elite Veteran Fractal Hero and Elite Master Fractal Hero achievements for scales 51 – 75 and 76 – 100 to Fractal Expert and Fractal Master.

Retired the existing Core Fractal Hero and Casual Fractal Hero achievements for scales 1 – 20 and 21 – 50.

Created new Fractal Initiate and Fractal Adept achievements for scales 1 – 25 and 26 – 50.

UI

We have made some quality-of-life improvements to several fractal UI elements.

The Fractals of the Mists UI’s scale selection is now a drop-down list that includes the fractal scale, name, and suggested agony resistance.

The Fractal Transit Query UI from the Mistlock Observatory now has a “Yes” and “No” option.

Mistlock Instabilities

At higher fractal scales, players suffer from Mistlock Instabilities—effects that increase the challenge of a given fractal. Unfortunately, many of the current instabilities are frustrating rather than fun, so we’re making several balance changes to remove the biggest pain points when playing with these instabilities.

Boon Fumbler: This instability has been replaced with Lethargic, which reduces endurance regeneration by 50%.

No Pain, No Gain: This instability now grants a specific set of boons when enemies are hit, and it has a 20-second cooldown. The boons applied are protection, 3 stacks of stability, and 10 stacks of might, each with a duration of 20 seconds.

Last Laugh: Improved the visibility of the warning circle that appears before the explosion.

Afflicted: This instability now only applies damaging conditions (bleeding, burning, torment, confusion, and poison). The duration of the applied conditions has been adjusted for balance.

Boon Thieves: Enemies now steal up to 5 boons at once. This instability has a 20-second cooldown.

Social Awkwardness: This instability is now only active while in combat.

Aetherblade

Added gadget markers to trap disablers.

Fixed several blocking issues that could prevent the fractal from progressing.

Aetherblade Boss

Fixed a bug that prevented First Mate Horrik from properly vocalizing “Aye, aye, Captain” when given orders.

Aquatic Ruins

Fixed an issue with bosses resetting before the party was defeated.

Cliffside

Cliffside has long been one of the more lengthy fractals, so a prime focus of this update was to rework it to have better pacing while also changing some of the mechanics to be more engaging or less unfair at higher scales. With this release, Cliffside should be less tedious and include improvements on the things that make it unique.

Pacing Changes

One of the more notable changes is that we have removed the boss fight at the beginning—because why fight the Archdiviner twice? We have also changed the layout of the map so that players can ascend to the top faster. In addition, the wind and explosive traps can now be disabled, much like the traps in the Aetherblade fractal, and the checkpoints are more forgiving. The various seal events will also progress faster now?—particularly the arm seal event, which was notoriously difficult at higher scales. We made the following changes to Cliffside’s pacing:

Replaced the first Archdiviner fight with a simple kill event.

Created new, shorter paths through the fractal.

Reduced the number of hits required for the chest seal to 5 and changed the mechanics to promote movement.

Added the ability to disable wind and explosive traps.

Added another hammer-giving NPC after the wind traps.

Reworked checkpoints to reduce the time players spent running after defeats.

Removed the superfluous fifth strike from the last seal.

Made a change so that there are always 5 chanters for the arms event instead of scaling with the fractal scale.

The hammer now inflicts 40% damage to seal health instead of 35% for the arms event.

Made a change so that falling off of a trap does 75% health damage instead of 100%.

Missing with the hammer’s Seal Breaker skill no longer consumes the skill.

Archdiviner Boss Rework

Before now, as players increased in fractal scale, the combat mechanics for the Archdiviner remained about the same. Enemies gain more health and do more damage, but fundamentally fighting the boss at scale 7 was no different from fighting him at scale 94 if we ignore instabilities. This kind of difficulty progression is rather dull and is not what we envision for fractals.

For this reason, the final fight with the Archdiviner has received a major rework. He has had his health greatly reduced, and he now has new abilities that enable or increase in difficulty at higher scales. For instance, he has a new cone area-of-effect attack that can be broken, which gives players less time to stun him as the scale increases. We also improved some of his old abilities, such as changing his cage ability to be a delayed area-of-effect attack that increases in radius with scale. This makes the fight much more engaging and requires both melee and ranged players to pay attention and dodge effectively, particularly at the highest scales. The Archdiviner is merely the first boss to receive a rework, and we plan to extend this sort of difficulty scaling to more fractal bosses in the future. We’ve made the following change to the Archdiviner boss fight:

Greatly reduced the Archdiviner’s health.

Difficulty now increases at higher scales via harder mechanics.

Added a conic hammer slam attack that scales in speed at higher difficulties.

Made the defiance bar only active during the conic attack and Corrupted Ground area-of-effect attack.

Added a rush/teleport attack at scales 25 – 100 that is active throughout the fight.

Added a projectile-blocking wall (which reflects at scales 51 – 100) that is active for the first 50% of health.

At scales 51 – 100, the Backbreaker heavy attack replaces the basic attack for the last 50% of health.

At or above scale 76, the Archdiver turns into a demon avatar at 25% health, an alternate form of the revenant’s Embrace the Darkness legendary demon stance.

Added a permanent protection effect at 50% health to partially compensate for his reduced health.

Added a permanent swiftness effect at 25% heath.

Reduced the seal stun time from 5 seconds to 1 second.

Reduced the difficulty of the second cultist wave after missing with the cultist’s hammer.

The Archdiviner now also joins the fight if players attack the initial four cultists.

Changed the cage attack to create an area-of-effect circle that can be dodged so players can avoid being caged.

Removed the Nova bright area blast attack that applied reflect.

Increased the pull attack’s projectile damage.

The cages now apply torment.

Miscellaneous Changes

Another big problem point is that the cultist hammer’s mechanic was quite confusing to many players, who would avoid the hammer because they didn’t understand how it worked. Now the hammer will display a marker over the head of any player who picks it up, which will change color and blink as the hammer corrupts them. This allows all players to visually see the danger of the hammer without watching effect bars, and it also makes it easy for the party to tell who has the hammer. We made several miscellaneous changes:

Added a blinking hammer marker when the player is holding the hammer.

Added a pick-up marker to the hammer.

Removed point animation from some NPCs.

Added a map marker indicating the direction to the “Destroy the final seal” event after the “Break the arm seals” event is completed.

Changed the hammer corruption so that it constantly increases while the hammer is equipped and constantly decreases when it’s not equipped.

Braziers now apply constant burning that can be cleared.

Renamed Novice to Fanatic.

Fixed the reset for the arm seal event.

The cages during the boss fight have had their health increased but now take damage from conditions and critical hits.

Changed the audio for the seal bubble shields.

Molten Boss

The Champion Molten Effigy is no longer immune to certain control effects and now has a slightly tougher defiance bar to compensate.

Molten Furnace

The thermal core has had its health increased but now takes damage from conditions and critical hits.

Invisible gadgets in the drill tunnel can no longer be attacked.

Snowblind

Increased the visibility of the lightning strike locations during the ice elemental encounter.

Solid Ocean

Added a checkpoint and made player recovery after falling off platforms more forgiving.

Removed the 30-second wait at the end of the fractal.

Swampland

Bloomhunger is no longer immune to certain control effects.

Increased the Mossman’s size by 25%.

Fixed a bug in which the Mossman’s basic cleave attack would miss players who were standing above him.

Thaumanova Reactor

Reduced the number of portals that appear.

The portals and dormitory gates have had their health increased but now take damage from conditions and critical hits.

Fixed the vomit ability to correctly show the vomit effect in the fire room.

Added markers over the cooling rods to prevent them from being lost.

The final chest can now be autolooted.

Added a checkpoint near the walkway console.

Uncategorized

The power source has had its health increased but now takes damage from conditions and critical hits.

Added a defiance bar to Old Tom.

Fixed a bug that prevented Old Tom from dropping loot.

Underground Facility

The Dredge Power Suit and Rampaging Ice Elemental bosses now take additional condition damage while superheated.

The Superheated skill now prevents the bosses from clearing conditions when they attempt to heal.

Rabsovich can no longer be damaged before he appears.

Players no longer have to target the Reinforced Door to damage it with the Dredge Mining Cannons.

Urban Battleground

Siege weapons have had their health increased but now take damage from conditions and critical hits.

Volcanic

The molten boulders that appear in this fractal can no longer be targeted.

Renamed the molten boulders’ attacks from “Slick Shoes” to “Fire Trail” and “Crush.”

Fixed a bug that caused the grawl shaman to be immune to control effects.

The bonus chest for saving all four prisoners from the grawl shaman can now be autolooted.

General Bug Fixes

Fixed a bug that prevented the Mist Offensive Potion from increasing outgoing condition damage.

Fixed a bug that prevented the Mist Defensive Potion from reducing incoming condition damage.

Fixed a bug that caused the Anguished Tear of Alba to only apply its effects for 30 minutes instead of 1 hour.

Fixed a bug that caused the Anguished Tear of Alba to apply a stack of the Mist Defensive Potion effect.

LEGENDARY JOURNEY—CHUKA AND CHAMPAWAT

Every true hunter is responsible for the lives they take. Embark on a hunt for the two great tigers Chuka and Champawat and build the legendary short bow that bears their names.

A new legendary journey is now available:

Speak to Grandmaster Craftsman Hobbs in Lion’s Arch to begin a great hunt for a pair of legendary tigers rampaging through Tyria.

Completing this journey will reward the short-bow precursor Tigris and the ability to create the legendary short bow Chuka and Champawat.

A new achievement has been added to the exploration category—Spirit of the Tiger. Seek out tiger dens throughout Tyria and earn the Mini Tiger Spirit.

The Mini Tiger Spirit is required to complete this legendary journey, but the Spirit of the Tiger achievement is available to everyone.

LEVEL-80 BOOST

A new Level-80 Boost consumable has been added to the game for all players who have purchased or will purchase Heart of Thorns. All Heart of Thorns owners will receive a Level-80 Boost consumable. In addition, this item will automatically be delivered in a one-time, free Shared Inventory Slot, which will not count toward the Gem Store limit of shared inventory slot purchases. Because so much of our Heart of Thorns content is for level-80 players, we want everyone to be able to experience this content as soon as possible. Furthermore, we want players to be able to experiment at their own pace and make sure the character they are boosting is the one they really want to permanently boost to level 80. With this in mind, we have included a trial mode in the Level-80 Boost that players can use on any character below level 80.

For any characters that are not yet level 80 that players would like to try the Level-80 Boost on, they can simply double-click the Level-80 Boost item in their inventory to receive the option to enter the trial mode for the Level-80 Boost. Upon beginning the trial, players’ characters will be placed in the Silverwastes, where they will be able to interact with other level-80 players and join them in the Silverwastes meta-events and exploration for an unlimited amount of time! Until a player commits to being level 80 permanently on any character, removes the boost, or attempts to leave the Silverwastes, they will be able to play as long as they desire while they decide if they enjoy how their profession plays at level 80.

We want this consumable to be convenient and fun for players, and we’ve made it so players can use the item as many times as they want until they find the character they’re are happiest with and commit to making it permanently level 80. Players who make new characters for this boost will be able to use it the moment they finish the tutorial for their race. Players who have been leveling but haven’t reached level 80 yet can use this boost immediately! For those who are level 80 already who may not want another max-level character, there will be no trial, but instead they will have the option to consume the boost to receive the Level-80 Boost Package and equipment.

If a player should decide to undo the Level-80 Boost and leave the trial mode, their character will be returned to its original level with its previous gear equipped. Any specializations, skills, and utilities reset to their former selections and the player will be teleported to their home city. If they should decide to make the boost permanent, any restrictions they faced while in the trial will be instantly lifted, the Level-80 Boost item will be consumed, their trial equipment will be replaced by a permanent set of exotic equipment that shares the same qualities as their trial gear, and a Level-80 Boost Package filled with rewards will be placed in their inventory. They will now be able to take full advantage of Heart of Thorns as a level-80 character. Any characters still in the Level-80 Boost trial when the boost is made permanent on another character will be returned to their home city with the character’s original gear and equipment when they log in with the characters still in trial mode.

Receiving the Level-80 Boost Item

The Level-80 Boost item will be automatically granted to all current Heart of Thorns owners and to any future players who upgrade to Heart of Thorns as part of their purchase.

The Level-80 Boost item delivered to Heart of Thorns owners will be delivered directly to a new, one-time, free Shared Inventory Slot.

The Level-80 Boost item for Heart of Thorns owners cannot be moved from the free Shared Inventory Slot it was delivered in until it has been consumed by the player, making the boost permanent.

This shared inventory slot does not count toward a player’s allowed purchase limit of Shared Inventory Slots from the Gem Store.

Using the Level-80 Boost Item on Characters below Level 80

Players can double-click the Level-80 Boost item to select the option to begin the Level-80 trial for the active character.

Players can use the boost to begin the level-80 trial on any character under level 80.

Players cannot use the Level-80 Boost item while they are in the tutorial for their race.

Using the Level-80 Boost Item on Characters Already at Level 80

Level-80 characters who use this item will not be able to enter the Level-80 trial but will instead be given the option to consume the Level-80 Boost to instantly be granted the permanent rewards.

These are the same rewards given to those who use the trial option and then make the boost permanent (see “Making the Level-80 Boost Permanent” below).

Boosting Multiple Characters with the Level-80 Boost

A single Level-80 Boost item can be used to put any number of the player’s characters into a level-80 trial, but only one character can consume the item and make the boost permanent.

When the player logs in to one of their other characters that is in a level-80 trial after consuming the item, that character will be reverted and teleported to their home city per the effects of undoing the boost (see “Undoing the Level-80 Boost Trial” below).

During the Level-80 Boost Trial

Once the Level-80 Boost trial is activated, the character will be sent to the Silverwastes and will begin a conversation with Quartermaster Criswell, who has been assigned the task of guiding those undergoing the Level-80 Boost trial.

Quartermaster Criswell has been coached to provide the player with assistance with the Level-80 Boost trial.

Quartermaster Criswell has been authorized to replace players’ trial equipment if they delete it.

Quartermaster Criswell will only offer this service to those who are active in the trial.

Quartermaster Criswell has been authorized to assist players in obtaining a level-80 build balanced for survivability and damage.

Quartermaster Criswell will provide this service to all Heart of Thorns adventurers in the Silverwastes—regardless of whether they have used a Level-80 Boost—provided they already have their basic trait and skill lines unlocked.

Equipment held by the character prior to the boost trial will be placed in a Package of Old Equipment for safekeeping until the player undoes the boost or commits to making the boost permanent.

There is no time limit on the trial; players will be able to play in the Silverwastes until the Level-80 Boost item has been consumed and the player has committed to making the boost permanent.

Characters using the Level-80 Boost trial will have certain restrictions that will only exist while the trial is active:

They will not gain level experience.

They will not be able to activate Hero Challenges.

They will not be able to access their Story Journal.

They will not be able to apply transmutations to their armor.

They will not be able to travel to or queue for WvW or sPvP without making the boost permanent for their character.

They will not be able to use items to teleport out of the Silverwastes without making the boost permanent for their character.

They will not be able to leave the Silverwastes without making the boost permanent for their character.

Undoing the Level-80 Boost Trial

Characters who enter the Level-80 Boost trial can undo the boost by double-clicking on the Level-80 Boost item in their inventory and selecting the option “Undo Boost.” They can also access this prompt by attempting to leave the Silverwastes. This will only affect the currently active character. The following occurs when a player undoes the Level-80 Boost trial:

All equipment granted by the Level-80 Boost trial will be removed.

They will be restored to the level and build they had prior to activating the Level-80 Boost trial on that character.

All of their prior equipment will be automatically reequipped.

They will be returned to their home city.

They will keep any equipment and/or items they have collected during the trial.

Characters will retain any waypoints, vistas, and points of interest they have unlocked.

Making the Level-80 Boost Permanent

Players in the Level-80 Boost trial who double-click on the Level-80 Boost item and select the option to consume it will be given the choice to make the boost permanent. They can also access this prompt by attempting to leave the Silverwastes. Players who make the Level-80 Boost permanent receive the following benefits:

Waypoints on their character will be unlocked for Gate Hub Plaza (Lion’s Arch), Dry Top Entry (Dry Top), Arundon (Frostgorge Sound), and Fort Trinity (Straits of Devastation) if they haven’t unlocked them previously.

The equipment provided during the trial will be transformed into a full set of permanent equipment.

They will be granted a Level-80 Boost Package, which will replace the Level-80 Boost item in their inventory (see “The Level-80 Boost Package” below).

The Level-80 Boost Package

The Level-80 Boost Package chest can be moved freely around the player’s inventory.

The Level-80 Boost Package chest grants the player several items to help on the journey through Tyria and beyond:

4 15-slot Leather Bags

An Orichalcum Harvesting Sickle

An Orichalcum Logging Axe

An Orichalcum Mining Pick

A Mystic Salvage Kit

5 Teleport to Friend consumables

1 Celebratory Dye Pack

1 Dye Pack

1 Celebration Booster

A stack of 25 food and 25 utility consumables

2 Gold

LOOKING FOR GROUP

The Looking for Group (LFG) tool has been updated to handle groups larger than five members and to be better equipped to respond to the ever-evolving needs of players. Efforts were made to support current player use cases as well as make it more clear which of the broad categories is most appropriate to list an advertisement under. Additionally, players can rely on description searches to help more postings get exposure. Moving forward, we are open to the idea of more granular subcategories and will continue to monitor LFG use.

Added many new categories and subcategories in the Looking for Group tool.

Open World:

Central Tyria—Parties

Central Tyria—Squads

World Bosses

Verdant Brink

Auric Basin

Tangled Depths

Dragon’s Stand

Achievements:

Achievement Hunters Central

Story Journal:

My Story

Heart of Thorns

Living World

Mentoring:

Adventurer’s Guild

World vs. World:

Squad Play

Party Play

Raids:

Forsaken Thicket (Looking for Group)

Forsaken Thicket (Looking for More)

Role-Play:

Fountain of Rurikton

Player vs. Player, Fractals of the Mists, and Dungeon LFG categories are unchanged.

Squads can now be advertised in LFG.

Squads can be merged with other squads. Be aware that merging a squad with another already-listed squad will relinquish any leadership rights players have over their current squad.

Only the commander of a squad can list, merge, and invite from the LFG tool. If a player is in a squad lacking a commander, all members can list, merge, and invite from the LFG tool.

Parties can be invited to squads. Party members who join the squad will leave their party.

Players must select a subcategory before advertising or searching.

Subcategory icons have been added to differentiate the type of LFG postings.

While advertising, players may now look through other LFG category listings. For example, while advertising in Achievement Hunters Central, players can check the listings in Adventurer’s Guild.

The following table shows the results of various joining options:

Advertising Party Advertising Squad

User Joining User joins party. User joins squad.

Party Joining Party joins party (if there is room). Party joins squad (if there is room).

Squad Joining Squad leader (and members with permission) invites the party members to the squad. Squad joins squad (if there is room, and with proper permissions).

Parties

A new party icon has been added so individuals in single-person parties can tell that they are in a party.

Squads

Subgroup members will now sort by commander first, then lieutenants, then profession, with their local tile taking the highest precedence of the aforementioned sort orders.

Squad-member tool tips will now behave as party-member tool tips do, giving full information about the member.

PvP

Our primary goal for this off-season was to update existing Conquest maps, most notably Spirit Watch and Skyhammer. We’re releasing these two maps with “Beta” tags, as we felt that the changes to these maps were substantial enough to change their overall gameplay, and we would like the community to play a role in evaluating these changes before we decide to keep any or all of the updates for next season.

Existing Map Changes

We had a different set of goals and updates for each map, so let’s go through each of them individually.

Spirit Watch

Goal: Make Spirit Watch a more viable competitive map.

With the help of our most competitive players, as well as the rest of the PvP community (many of whom have expressed that Spirit Watch is actually quite close to be “Ranked Ready”), we determined that we could potentially make Spirit Watch a more viable Ranked map by making some adjustments to its secondary mechanic, the Spirit Orb.

Secondary Mechanic Changes: The Spirit Orb

We’ve made a change to the first orb spawn time so that it happens much later than the current Spirit Watch timings, and we’ve also changed how fast the orb respawns once it’s successfully captured. These changes bring the orb more in line with some of our other secondary map mechanics, as part of the reason for these changes is to place further emphasis on the main focus of the map—capture-point combat. Since the number of times the orb will spawn has been reduced, we also wanted to make sure that it had the potential to act more like a periodic swing mechanic. As such, we’ve also increased the number of points that the orb is worth. We also wanted to establish consistency for all professions that carry the orb so that no one profession is better at running it than others. Certain professions have had an unfair advantage as orb carriers in the past, while other professions have had no clear skill advantages when holding the orb whatsoever. Therefore, we’ve added some restrictions to the orb to put all carriers on an equal playing field. This will also place a heavier emphasis on relying on allies to protect and support the orb runner in order to make a successful capture.

Change Summary

Changed the initial spawn time of the Spirit Orb from 10 seconds to 2 minutes.

Changed the Spirit Orb respawn time from 10 seconds to 2 minutes after every successful capture.

Changed the amount of points that the Spirit Orb awards from 15 points to 25 points for a capture point that your team doesn’t control and from 30 points to 50 points for a capture point that your team does control.

Added a transform to the Spirit Orb that locks out profession skills for the orb carrier.

Added superspeed to the list of effects that cannot be applied to an orb carrier.

Skyhammer

Goal: Address problems with map layout and rework the secondary mechanic.

Skyhammer has long been subject to several frustrating elements and a rather unfairly omnipresent secondary mechanic. With the help of player feedback, we’ve identified the areas that could use some improvement, so we’ve also made a number of changes to Skyhammer this off-season to try to fix some of the more glaring issues with the map.

Layout Changes

While allowing players to fall or be knocked off of the edge of the map was originally intended to be a strategic element of gameplay on Skyhammer, in reality it ended up doing a much better job of forcing players to spend a large portion of the match at the bottom of the canyon with the sand wurms. Several professions have traditionally been better suited than others at forcing players in uncontrollable directions, so matches on Skyhammer have typically been decided not by player skill or coordination but by which team simply had more control effects at their disposal. As such, we’ve ultimately decided to make changes that prevent players from being able to fall off the map (except on the Skyhammer platform, so players should still watch their step up there).

Secondary Mechanic Changes: The Skyhammer Platform

One of the other problem areas of Skyhammer was the Skyhammer mechanic itself. The platform was hard to control unless players played a specific build, it was very easy to use once players owned it, and it was also present throughout the entire duration of the match. We really wanted to address the problem of the Skyhammer mechanic being a persistent threat by turning it instead into a temporary event that happens periodically throughout the match. This allows us to bring the Skyhammer in line with other more balanced secondary Conquest mechanics. Rather than feeling obligated to deal with the Skyhammer at all times, players can decide to address it when it _actually _becomes available and then return to focusing on capture points once the event ends.

Change Summary

Created a barrier around the edge of the map to prevent players from falling or being knocked off.

Removed many of the destructible ground panels on the map.

Removed the majority of jump pads from the map and rearranged several remaining ones to key locations.

Adjusted the environment and pathways around Point B.

Reworked the Skyhammer secondary mechanic:

The Skyhammer now becomes available at specific intervals—3 minutes into the match, 6 minutes in, 9 minutes in, and 12 minutes in.

The Skyhammer platform has been redesigned and fitted with several breakable objects that provide temporary cover.

The Skyhammer is now acquirable by capture points, not by gadget interactions.

Upon a successful capture, the Skyhammer will fire once on all three capture points for the capturing team and then become unavailable for a while, damaging any enemies in the blast and neutralizing any capture points that that team doesn’t already own.

Skyhammer blasts can still be dodged by players.

Legacy of the Foefire

Goal: Reduce the effectiveness of “lord rushing.”

We believe that the lords on Foefire have been a bit too effortless as a secondary mechanic in Conquest, so we wanted to adjust the difficulty of attacking an enemy lord in order to make it more challenging.

Secondary Mechanic Changes: Guild Lords

We’ve made several changes to increase guild-lord survivability and give defending teams a better chance of stopping lord rushes. This makes it so that lords can’t simply be soloed or killed instantly by large groups and also ensures that attackers will need to use a finisher on the lord or bleed them out to finish the job. It also gives the defending team a chance to use resurrection skills to get the lord back into the fight. Additionally, we’ve made it so that you’ll no longer be able to pull a single guard without also pulling the entire lord room.

Change Summary

Added a defiance bar for both lord NPCs (stunning a lord now requires breaking the defiance bar).

Added a downed state for both lord NPCs.

Added an area-of-effect knockback skill for lords in the downed state.

Changed the hate table for NPCs in the lord room so that they all respond when one is attacked.

Forest of Niflhel

Goal: Make minor improvements to the secondary mechanic.

The goals for Forest are relatively minor, as Forest is one of our more well-received maps at the moment.

Secondary Mechanic Changes: Chieftain Utahein and Svanir

We’ve changed the times for when Svanir and Chieftain Utahein first appear on the map to encourage teams to focus more on capture points during the early parts of the match.

Change Summary

Changed the initial time before Chieftain Utahein and Svanir appear from 10 seconds to 1 minute.

Build Diversity

During the last off-season, we made several changes to PvP equipment, including removing some amulets and runes as well as adding a handful of new ones. This off-season, we’re also adding a couple of new four-stat amulets to the PvP Build panel (for free).

Change Summary

Sigil of Nullification:

Reduced the internal cooldown from 10 seconds to 5 seconds.

Added two new amulets:

Destroyer:

1050 Power

1050 Precision

560 Ferocity

560 Condition Damage

Demolisher:

1050 Power

1050 Precision

560 Ferocity

560 Toughness

(edited about 19 minutes ago by Mark Katzbach.9084)

about 18 hours ago

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Mark Katzbach

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Stronghold

Beginning with the first time that the channel points for the Mist Champions are available on both sides of the map, Mist Champions will now arrive with a +50% health and damage effect that stacks in intensity each subsequent time a Mist Champion is summoned (up to three stacks maximum, so 50%, 100%, and 150%), as well as a +20% movement-speed effect (which does not stack in intensity with each new summoning).

Spectator

Spectator-mode polish improves the viewing experience by removing clutter from the screen and creating consistency across machines:

Titles are now hidden while in spectator mode.

Guild tags are now hidden while in spectator mode.

Clone and minion nameplates are now hidden while in spectator mode.

Player nameplates have an increased size in spectator mode and will truncate when they’re too long.

Party names and health bars scale up based on resolution.

All player names show through walls in spectator mode.

A handful of options are now forced in spectator mode:

Free Camera: ON

Camera Shake: OFF

Disable Area of Effect Rings: ON

Show Ally Names: ON

Show Enemy Names: ON

Show All NPC Names: ON

Show Simple Condition Floaters: OFF

Quality of Life

There have been some long-standing quirks in PvP that have been cleaned up in a quality-of-life pass to create a more enjoyable experience:

Removed loading screens when respawning.

Ally names now show through walls at a low opacity.

Players are no longer teleported after the spawn doors close when the countdown begins if they are already inside the base. A small effect plays when cooldowns are reset.

Fixed a bug in Temple of the Silent Storm in which Meditation of Tranquility prevented capture points from changing color.

RAIDS

Raid Lobby

In order to streamline the raiding experience and help prevent overcrowding in Verdant Brink, we’ve added a raid lobby to the Lion’s Arch Aerodrome in Fort Marriner. Players can find the following inside the lobby:

Raid portals to each of the current raid wings:

Spirit Vale

Salvation Pass

Bank access

Trading Post access

A repair anvil

A laurel vendor

A basic magnetite vendor who sells boxes of ascended gear

A portal to a newly developed Special Forces Training Arena instance for damage-per-second (DPS) training

Special Forces Training Arena

To help players learn more about their classes and the damage output they are capable of, we’ve built an instance that is accessible from the raid lobby in which players in a raid squad can make the following adjustments:

Add or remove DPS training golems. These golems will report an individual player’s DPS for every 20% of health damaged, as well as report total damage done and the time since the player first attacked the golem.

Add or remove boons and certain profession-specific effects on themselves.

Add or remove any condition to a spawned DPS training golem.

Reset their cooldowns.

Additionally, squad leaders will be able to make these adjustments:

Add or remove boons and certain profession-specific effects on their entire team at once.

Reset the cooldowns of their entire team at once.

Toggle on or off a pulsing damage field that inflicts 2% total damage per second to all players in the immediate area.

General Bug Fixes

Fixed a bug that caused map streaming UI to incorrectly appear when players attempted to enter a raid instance while in the defeated state.

SCRIBING

Adjustments have been made to generally lower the cost of scribing and improve the process of leveling scribing. To achieve this, many scribing recipes have been simplified to reduce the need to make multiple tiers of materials or to reduce the number of materials needed, and some rare items have had their drop rates adjusted to increase supply. Assembly times have also been significantly reduced, and new sources of Resonating Slivers have been added. The following changes have been made:

Adjusted the drop rate for Ascalonian Lumber Cores, Alpine Lumber Cores, Krytan Lumber Cores, Coastal Lumber Cores, and Arid Lumber Cores so that they drop more often.

Modniir Battle Hymns are now a guaranteed drop when players have Uzolan’s Mechanical Orchestra collection.

Resonating Slivers now drop from all dailies and have a chance to drop from ore resource nodes in the guild hall and in WvW.

Guild missions now give more Resonating Slivers and 20 more silver.

Adjusted all WvW schematics so that they only use Resonating Slivers instead of the higher tiers of resonating items (cores, lodestones, etc.).

Adjusted all sandpaper to only require 10 piles of coarse sand to create.

All ink sets no longer require the previous tier of ink sets to craft.

All sheets of paper only require 1 pulp instead of 5 to create.

All blotting powders only require slivers to create instead of the higher tiers of resonating items (cores, lodestones, etc.).

All finishing kit costs have been reduced. It will now only require 1 vial of linseed oil and 1 sandpaper to create finishing kits.

Several decorations require fewer materials to bring down their costs.

Added new recipes:

Globe of Whispers

Boxes of scribing supplies that can only be crafted once:

Box of Initiate Scribing Supplies

Box of Apprentice Scribing Supplies

Box of Journeyman Scribing Supplies

Box of Adept Scribing Supplies

Box of Master Scribing Supplies

Added mast poles to the Guild Trader on the Scribe Materials tab.

All basic decorations are available from Cullen as soon as the Guild Workshop is made.

The decorations vendor in the Guild Market now sells all decorations for 24 silver instead of 50.

All assembly times have been reduced to 30 seconds, with the exception of Super Adventure Box decorations.

Resonance vendors have been removed.

Guild missions no longer award resonance.

Shards of Crystallized Resonance can now be sold to a vendor.

The crafting level requirement to refine linseed oil has now dropped from 400 to 0.

Bug Fixes

Players will now see the quantity of decorations they currently own in the recipe list in the Production tab in crafting stations.

The Assembly Device nameplate is now displayed appropriately.

The Bag of Educational Supplies tool tip now appropriately lists what it contains.

WvW—WORLD LINKING (Beta)

In order to achieve more balanced team sizes in World vs. World, most worlds will be linked in WvW with one other world, creating a combined world with a boosted population. Beginning at reset this Friday, this process won’t modify the original worlds or transfer any players. It simply unifies them together to play in WvW. Worlds that have been paired up will display with a plus sign to the right of the world’s name in the WvW panel. Players will also be able to roll the mouse over a world name to see which additional worlds are currently a part of that team.

Since we’re significantly shaking up existing team membership, we’ll be resetting matchmaking data. This means there’ll likely be a lot more variation in matchups for the next several weeks. It’s also worth noting that the new world groupings aren’t necessarily permanent. We have the option to link different worlds together as populations shift over time.

We’re releasing world linking as a beta feature and asking the WvW community to test it on the live servers.

WvW—REWARD TRACKS (Beta)

Reward tracks have been added to World vs. World. These are nearly identical to the reward tracks you find in PvP, except that some rewards have been adjusted to be geared toward WvW players. One of the tracks offers players a chance to earn the new WvW-exclusive Triumphant armor set! Also, once the reward tracks feature exits beta testing, the Gift of Battle legendary crafting component will no longer be available as a vendor purchase and will be earned via its own reward track.

Unlike PvP reward tracks, which are advanced at the end of a match, WvW reward tracks will be advanced at the end of each scoring tick. These happen at 15-minute intervals. The amount of reward-track progress at this time is determined by your participation level. As players do things to help their worlds succeed, they will increase their participation level and earn more reward-track progress at each scoring interval.

Lastly, it’s often brought up that some roles—like scouting and defending—are difficult to reward. It’s fairly common in organized groups to kick back some gold to your scouts and defenders at the end of the night. We’ve leveraged our squad system to solve this problem; for every five people in your squad, your commander will be able to assign one person to share squad participation. These players will no longer earn their own participation, but will instead earn participation based on the actions of the rest of the squad. This frees them up to man the defenses of an objective, seek out the enemy, or do any number of other tasks that are important but don’t see a ton of action, and they still earn a portion of the participation that the troops they are supporting earn.

WvW—PROVISIONS MASTER

This new ability line improves a player’s ability to gather loot and grants access to the wares of the Permanent Portable Provisioner.

Provisions Master I: This allows players to purchase a Permanent Portable Provisioner from any WvW outfitter. This item allows players to purchase siege-weapon blueprints from anywhere in WvW.

Provisions Master II: This allows players to purchase tricks and traps from the Permanent Portable Provisioner.

Provisions Master III: This allows players to also purchase food and utility consumables from the Permanent Portable Provisioner.

Provisions Master IV: This teaches players to automatically pick up loot from fallen foes.

Provisions Master V: This increases the number of Badges of Honor players find when they loot fallen foes.

WvW—BORDERLANDS

The Desert borderlands map layout has been updated with a large number of adjustments to improve navigation and create better spaces for fighting, especially around the three keeps.

General

Barricades have been removed entirely.

Added hay bales in some locations to negate falling damage when players land on them.

Fire Keep

Reduced the number of fireball turrets in and around the keep.

The lord room now has more of the lava covered and additional bridges leading into it.

Widened many of the pathways outside the keep, leaving less lava exposed.

Opened new routes leading to the keep.

It is now easier to navigate around the outside of the keep due to the removal of some barriers.

Half of the sand dunes above the keep have been removed.

Moved some creatures, like the Veteran Sand Wurm, to compensate for this change.

Air Keep

Reduced the number of wind turrets in and around the keep.

Changed many locations that were accessed via jump pads to be sloped terrain or staircases instead.

Added additional staircases leading up to the lord room.

Improved the layout of certain walls that were difficult to defend.

Widened many of the bridges outside the keep.

Opened new routes leading to the keep.

It is now easier to navigate around the outside of the keep due to the removal of some barriers.

The bamboo bridge area south of the keep has been simplified, and the terrain has been raised.

Earth Keep

Added additional staircases leading up to the lord room.

Widened the canyons outside the keep.

Removed many of the teleporters that were in the canyons.

WvW—SKILL BALANCE

The following changes were made largely to improve balance in WvW. These changes are also mirrored in their respective profession skills sections.

Stability

Stability: The frequency at which stability can be removed by control effects has been increased from 0.05 seconds to 0.75 seconds. A brief effect will now play on the character when stability is removed via control.

This change will ensure that there is at least a minimum duration of immunity to control, without being as binary (on or off with no middle ground) as it was when the boon stacked duration. While this change is primarily targeted toward WvW, it does also carry a positive note for the PvP and PvE game types as well. We’ll continue to monitor the effectiveness of this and address it where appropriate.

Player Walls and Hit Caps

Wall-type control effects are currently too effective in areas where there are a ton of targets, causing stagnant gameplay in large combat scenarios like WvW. With this update, we’ll be reducing the number of targets that a wall can affect so that things like stability and player numbers matter a bit more. As such, you’ll see multiple notes through the professions that introduce target caps.

Elementalist:

Static Field: The number of times this skill can be used to attempt to stun an enemy has been capped at 10.

Unsteady Ground: The number of times this skill can be used to attempt to knock back an enemy has been capped at 10. The duration of this skill has been increased from 3 seconds to 4 seconds.

Guardian:

Ring of Warding: The number of times this skill can be used to attempt to knock back an enemy has been capped at 10.

Line of Warding: The number of times this skill can be used to attempt to knock back an enemy has been capped at 10.

Hunter’s Ward: This skill now creates barriers on enemies only if they are struck by the final attack. Barriers created by this skill now only stop enemies who have been marked (struck) by the final attack. The final attack damage has been increased by 33%. The ring duration has been reduced from 6 seconds to 5 seconds. This skill’s cooldown has been reduced from 45 seconds to 40 seconds. Added a red ring for enemies so they can be identified as hostile.

Test of Faith: The number of times this skill can be used to attempt to strike an enemy has been capped at 10, after which the trap will disappear. The damage of this skill has been reduced by 7%.

Necromancer:

Spectral Wall: The number of times this skill can attempt to inflict fear on an enemy has been capped at 10.

Damage Changes

These damage modifiers were reduced, as they applied too much spike damage to targets at range and didn’t allow for enough counterplay. We do want to keep ranged combat viable in WvW scenarios, but we don’t want it to be the best option in open-field combat. As with the other changes, we’ll continue to watch and make adjustments where it’s deemed necessary.

True Shot: The damage of this skill has been reduced by 20%.

Gun Flame: The physical damage of this primal burst has been reduced by 20%. Fixed an issue that allowed this burst to hit enemies twice. This burst no longer pierces but still delivers the area-of-effect attack. Fixed a bug that caused the tool tip to show a decrease in damage when the Burst Mastery trait was in use.

WvW—GENERAL

Experience will no longer be awarded in WvW.

Tomes of Knowledge have been added to the Chests of the Mists awarded for ranking up in WvW and exist in the new WvW reward tracks.

Outfitter merchants now sell new 18-slot and 20-slot bags for a combination of badges and gold.

Pillager’s Pack is a standard bag.

Siegemaster’s Satchel is a bag that prioritizes consumables like siege weapon blueprints.

Cultural armor vendors have been added to each map.

These vendors sell discounted race-specific armor for a combination of badges and gold.

Guild upgrade tactics have had their cooldowns increased from 5 minutes to 10 minutes.

Emergency Waypoint and Airship Defense cooldowns have increased to 30 minutes.

All other tactics have had their cooldowns increased to 20 minutes.

The Objective Upgrades dialog now displays how long the objective has been owned by the current team.

Proofs of Heroics have been converted into a currency and are no longer a soulbound item.

World vs. World objectives display their upgrade tier on their map marker. They are displayed by 0 to 3 silver pips appearing on the icon.

Fixed a bug that prevented players from interacting with any siege vendors who had ever been inflicted with fear.

Keep waypoints have been changed to be part of the upgrade system rather than being automatically available to one team.

Keep outfitters now spawn automatically to make room for the waypoint upgrade.

Shield Generator skill recharge times have been increased slightly.

Force Ball recharge has been increased from 4 seconds to 5 seconds.

Force Wall recharge has been increased from 12 seconds to 15 seconds.

Force Dome recharge has been increased from 22 seconds to 25 seconds.

Reduced the maximum health scaling on objective bosses by 40%.

In World vs. World, all characters—not just players—will follow the same revival rules.

Only 5 players can attempt to revive a character at a time.

Characters must be out of combat in order to attempt to revive another character.

Fixed a bug in which siege weapons that applied condition damage were scaling based on the player’s condition damage.

Eternal Battlegrounds

Danelon Passage: Fixed a bug in which one of the dolyaks would sometimes gain the Protected Caravan effect when an enemy player was nearby rather than an allied player.

Lowlands Keep: Fixed a bug that prevented players from interacting with the golem banker.

PROFESSION SKILLS

General

A new option called Effect LOD has been added to the graphics options of the game. It limits the detail of allied players’ skill effects. This option has been turned on by default.

When toggled on, skills from allies will play a visually reduced version of their default skill effect. Additionally, ally hit effects and certain ally cast effects will be disabled.

When toggled off, skills from allies will play the default version of their skill effect. Allies’ cast effects as well as allies’ hit effects on foes will be visible.

Each profession has had their default ground-target reticle interchanged with new profession-specific reticles.

All combo fields in the game have been given a visual update to make them more distinct in combat.

Dark Field: A black ring with floating shadows has been added.

Ethereal Field: A magenta ring with floating, shattered fragments has been added.

Fire Field: An orange ring with rising flames has been added.

Ice Field: A light-blue ring with slow-moving ice has been added.

Light Field: A golden ring with a hovering white fog has been added.

Lightning Field: A purple ring with rising lightning bolts has been added.

Poison Field: A green ring with slowly rising bubbles has been added.

Smoke Field: A gray ring with rising smoke has been added.

Water Field: A blue ring with cascading water has been added.

The following skills and traits have had their Life Steal functionality standardized, fixing several exploits and bugs across the game:

Dark Field Combo Finishers

Projectile

Whirl

Necromancer

Vampiric

Revenant

Enchanted Daggers

Assassin’s Annihilation

Focused Siphoning

Thief

Leeching Venoms

Runes

Rune of Vampirism

Rune of Scavenging

Sigils

Sigil of Blood

Sigil of Leeching

Consumables

All consumables that randomly steal life

Rune of Vampirism: Life stealing now scales properly with power.

Fixed improper life-stealing damage values for consumables, increasing damage by 10.

Stability: The frequency at which stability can be removed by control effects has been increased from 0.05 seconds to 0.75 seconds. A brief effect will now play on the character when stability is removed via control.

Quickness/Slow: The formula for animation-speed increases and decreases has been modified. Quickness is normalized to behave the same as before, while Slow has had its effectiveness reduced. However, due to the formula change, Slow will continue to have a negative impact while Quickness is in effect. The table below indicates how this change works.

Skill Cast With Old Quickness With Old Slow With Both Old With New Quickness With New Slow With Both New

10 seconds 6.66 seconds 20 seconds 10 seconds 6.66 seconds 15 seconds 11.66 seconds

This change allows for more fluidity, as the previous animation-speed formula caused slowing effects to be stronger than we desired. As an added benefit, we have not reduced the effectiveness of any trait that modifies attack speed, so these traits will see a boost in speed given.

Elementalist

We’re continuing to watch the elementalist and its tempest specialization, and we’ll look to make improvements in lesser-used areas. For this update, we’ll be looking at weapon skills that promote both scepter and dagger. Scepter changes include some modification to casting times and damage increases for both physical and condition damage. The dagger’s abilities have been adjusted to be both more frequently usable and pack a bigger punch for both main-hand and off-hand use.

Glyph of Storms: This skill now has new icons for each attunement for better visibility.

Glyph of Elemental Power: This skill now has new icons for each attunement for better visibility.

Glyph of Elemental Harmony: This skill now has new icons for each attunement for better visibility.

Glyph of Renewal: This skill now has new icons for each attunement for better visibility.

Flamestrike: The cast point of this skill has been reduced by 0.2 seconds. The aftercast delay of this ability has been reduced by 0.38 seconds.

Ice Shards: The damage applied by this skill has been increased by 33%.

Shatterstone: The damage of this skill has been increased by 22%.

Water Trident: The healing contribution per level of this skill has been increased by 27%.

Arc Lightning: The damage of this skill at all levels has been increased by 33%.

Rock Barrier—Hurl: This skill now applies 1 stack of bleeding for 8 seconds when striking an enemy.

Dust Devil: The cast point of this skill has been reduced by 0.15 seconds. The aftercast delay of this ability has been reduced by 0.3 seconds.

Lightning Touch: The damage of this skill has been increased by 66%.

Churning Earth: The damage of this skill has been increased by 7%.

Fire Grab: The recharge time of this skill has been reduced from 45 seconds to 30 seconds.

Frozen Burst: The recharge time of this skill has been reduced from 15 seconds to 12 seconds.

Fireball: The effect of this skill has been returned to its previous state. The damage of this skill has been increased by 17%.

Gust: The recharge time of this skill has been reduced from 30 seconds to 25 seconds.

Windborne Speed: The recharge time of this skill has been reduced from 30 seconds to 25 seconds.

Static Field: The number of times this skill can be used to attempt to stun an enemy has been capped at 10.

Unsteady Ground: The number of times this skill can be used to attempt to knock back an enemy has been capped at 10. The duration of this skill has been increased from 3 seconds to 4 seconds.

“Eye of the Storm!”: This skill can no longer be used to attempt to stun-break NPCs who aren’t already in combat.

Engineer

Our goal for this quarter has been to reduce a bit of the scrapper’s survivability while updating the base engineer with multiple weapon and utility quality-of-life changes. Some increases have been based around physical and condition damage increases for the pistol, to help its viability as a hybrid condition option. From the utilities side, we’ve made several adjustments to damage and recharge for underutilized skills. One of the bigger notes is that Slick Shoes are now only able to affect a target once per skill activation.

Fixed a bug that prevented certain engineer kits from becoming hidden while gathering.

Fragmentation Shot: The damage of this skill has been increased by 14%.

Static Shot: Confusion duration has been increased from 3 seconds to 4 seconds. The number of confusion stacks has been increased from 2 to 3. The recharge of this skill has been reduced from 15 seconds to 12 seconds.

Blowtorch: The recharge time of this skill has been reduced from 15 seconds to 12 seconds.

Bomb Kit: Fixed a bug that caused the explosions of this skill to behave oddly and not occur where the bomb was originally laid.

Toss Elixir C: The recharge time of this skill has been reduced from 25 seconds to 20 seconds.

Toss Elixir R: The recharge time of this skill has been reduced from 100 seconds to 90 seconds.

Toss Elixir S: The recharge time of this skill has been reduced from 50 seconds to 45 seconds.

Elixir U: The recharge time of this skill has been reduced from 50 seconds to 45 seconds.

Healing Turret: The casting time of this skill has been increased from 0.5 seconds to 0.75 seconds.

Throw Mine: The recharge of this skill has been reduced from 18 seconds to 15 seconds. The damage has been increased by 20%.

Rocket Kick: The recharge time of this skill has been reduced from 17 seconds to 15 seconds. The damage has been increased by 33%.

Launch Personal Battering Ram: The cripple duration from this tool-belt skill has been increased from 5 seconds to 6 seconds.

Slick Shoes: This skill is now limited to knocking each enemy down once. The number of enemies that it can affect remains unchanged. The recharge time of this skill has been reduced from 45 seconds to 40 seconds.

Rocket Charge: This skill now executes two leaps instead of three. This skill now charges straight forward rather than angling slightly on the initial two leaps.

Equalizing Blow: Increased the number of might and vulnerability stacks applied from 1 to 3.

Sneak Gyro: This skill now has a 0.75-second casting time.

Rapid Regeneration: The base healing of this trait has been reduced from 150 to 20 when under the influence of superspeed and from 25 to 5 when under the effects of swiftness. Level and healing values continue to scale the same for superspeed. Swiftness’s scaling with levels has been increased by 20%.

Shredder Gyro: The damage caused by this skill has been increased by 600%. The duration has been reduced by 50%. Removed the initial strike.

Guardian

A large portion of the changes occurring for the guardian are aimed toward reducing the dragonhunter’s group controlling and killing capacity in WvW while toning down its ranged spike damage capability prevalent in other areas. With that being said, we want to keep the dragonhunter competitive and still dealing high damage, but we want the damage dealt a little less instantly than before. The guardian is also going to be receiving some of the same target caps on its wall abilities while seeing some cooldown reductions on its base virtues.

Virtue of Justice: The recharge time of this skill has been reduced from 25 seconds to 20 seconds.

Virtue of Resolve: The recharge time of this skill has been reduced from 50 seconds to 45 seconds.

Virtue of Courage: The recharge time of this skill has been reduced from 75 seconds to 60 seconds. This skill will no longer attempt to break stun for NPCs who aren’t already in combat.

Ring of Warding: The number of times this skill can be used to attempt to knock back an enemy has been capped at 10.

Line of Warding: The number of times this skill can be used to attempt to knock back an enemy has been capped at 10.

“Save Yourselves!”: The recharge time of this skill has been reduced from 60 seconds to 50 seconds.

“Hold the Line!”: The recharge time of this skill has been reduced from 35 seconds to 30 seconds.

“Retreat!”: The recharge time of this skill has been reduced from 40 seconds to 30 seconds.

“Stand Your Ground!”: The duration of stability this skill applies has been increased from 5 seconds to 6 seconds.

True Shot: The damage of this skill has been reduced by 20%.

Deflecting Shot: The base damage of this skill has been increased by 17%.

Symbol of Energy: The damage of this skill has been increased by 25%.

Hunter’s Ward: This skill now creates barriers on enemies only if they are struck by the final attack. Barriers created by this skill now only stop enemies who have been marked (struck) by the final attack. The final attack damage has been increased by 33%. Ring duration has been reduced from 6 seconds to 5 seconds. The cooldown of this skill has been reduced from 45 seconds to 40 seconds. Added a red ring for enemies so they can be identified as hostile.

Test of Faith: The number of times this skill can be used to attempt to strike an enemy has been capped at 10, after which the trap will disappear. The damage of this skill has been reduced by 7%.

Mesmer

This quarter, we’ll be looking a bit at the scepter and pushing it toward more hybrid capabilities. There have been several animation changes and recharge reductions, along with general damage increases. Additionally, due to the change made in how attack speed increases are calculated, Malicious Sorcery provides a higher attack speed bonus (though the tool-tip value will not change). The chronomancer has had a few changes, with well recharge reductions and improved access to personal alacrity.

Feedback: Fixed an issue that prevented the combo ring for this skill from displaying.

Ether Bolt: Reduced the aftercast delay by 0.16 seconds.

Ether Blast: Reduced the aftercast delay by 0.28 seconds.

Ether Clone: Reduced the aftercast delay by 0.45 seconds. This skill no longer fires a missile but is a direct attack instead.

Counterspell: The cooldown of this skill has been reduced from 10 seconds to 8 seconds. The damage from this skill has been increased by 50% when an attack is blocked. The attack activation time has been reduced by 0.2 seconds. The aftercast delay has been reduced by 0.24 seconds.

Confusing Images: The damage output of this skill has been increased by 20%.

Illusionary Riposte: Reduced the cooldown of this skill from 15 seconds to 12 seconds. The attack activation time has been reduced by 0.4 seconds. The aftercast delay has been reduced by 1 second.

Restorative Mantras: This trait now displays a blue ring effect while channeling a mantra, indicating the trait’s effective area.

Well of Action: The recharge time of this skill has been reduced from 30 seconds to 25 seconds.

Well of Precognition: The recharge time of this skill has been reduced from 45 seconds to 30 seconds.

Well of Recall: The recharge time of this skill has been reduced from 40 seconds to 35 seconds.

Flow of Time: The alacrity applied by this trait has been increased from 0.75 seconds to 1 second per illusion shattered.

Necromancer

Necromancers have been reaping their way across the game, far and wide. It’s been a glorious sight. With that being said, there are a few areas that we feel need to be balanced, specifically chill application and survivability. In this update we’ll be reducing the overall duration of chill that the necromancer can output by reducing it from their base abilities. Players will also see a reduction in the uptime of Infusing Terror, though the functionality will remain the same. Baseline necromancers will be seeing some off-hand weapon updates as well as well recharge reductions.

Well of Corruption has undergone an audio rework to make it sound like it is bursting from the ground, better matching its visual effects.

All Bone Fiend projectile skills have undergone an audio rework to make them sound more like projectiles.

Lich Form—Mark of Horror: Added a strike to the area when this mark is triggered by an enemy.

Spectral Wall: The number of times this skill can be used to attempt to apply fear to an enemy has been capped at 10.

Reaper’s Touch: The recharge time of this skill has been reduced from 18 seconds to 15 seconds.

Spinal Shivers: Increased the damage when removing two and three boons by 25% and 40% respectively.

Deathly Swarm: The missile velocity of this skill has been increased by 100%. The casting time of the projectile has increased by 0.2 seconds.

Well of Power: The recharge time of this skill has been reduced from 50 seconds to 40 seconds.

Well of Darkness: The recharge time of this skill has been reduced from 50 seconds to 45 seconds.

Well of Blood: The recharge time of this skill has been reduced from 40 seconds to 35 seconds.

Ritual of Life: The cooldown of this trait has been reduced from 40 seconds to 35 seconds.

Infusing Terror: Reduced the active duration of this skill from 8 seconds to 5 seconds. The recharge time has been increased from 20 seconds to 25 seconds.

Unholy Sanctuary: Fixed a bug that caused this skill to go on cooldown even when the necromancer has less than 10% life force.

Soul Spiral: Reduced the number of whirl combos during the course of the skill from 11 to 6.

Executioner’s Scythe: Reduced the freezing field duration from 6 seconds to 4 seconds.

“Chilled to the Bone!”: The chill duration from this skill has been reduced from 6 seconds to 4 seconds.

Chilling Nova: The chill duration from this trait has been reduced from 2 seconds to 1.5 seconds.

Shivers of Dread: The chill duration from this trait has been reduced from 3 seconds to 2 seconds.

Deathly Chill: This trait no longer causes chill to inflict damage but instead applies 8 seconds of bleeding each time you apply chill to an enemy.

Ranger

It’s been a long time in the making, but we’re pleased to announce that the main-hand sword autoattack no longer removes control from players and has an all-new animation. In addition to that, we’ve been going through and updating a few of the underused weapons available to the ranger. Short bow has received a physical damage upgrade as well as some improved secondary effects on various skills. Main-hand axes have had some animation and condition improvements while receiving some quality-of-life improvements when wielded in the off hand. “Search and Rescue!” has been great to see used, but it’s been observed to be a bit too strong at its current levels. We’ll be making this a more tactical choice by reducing its range to standard shout range and increasing its recharge time.

Sublime Conversion: Fixed an issue that caused the combo ring for this skill to be visible to enemies.

Viper’s Nest: Fixed an issue that caused the combo ring for this skill to display at an offset time.

Kick (Sword Combo 2): This skill has been renamed Crippling Thrust. The animation of this skill has been modified, and the ranger will now be able to move while activating the skill.

Leap (Sword Combo 3): This skill has been renamed Precision Swipe. The animation of this skill has been modified, and the ranger will now be able to move while activating the skill.

Poison Volley: Increased the poison damage duration applied by this skill from 4 seconds to 5 seconds. The physical damage per strike has been increased by 150%.

Quick Shot: The swiftness duration of this skill has been increased from 3 seconds to 9 seconds. The damage has been increased by 20%. This effect is now only able to be triggered once per shot (it previously would trigger multiple times if the Light on Your Feet trait was in use).

Crippling Shot: The cripple duration has been increased from 3 seconds to 4 seconds. Base damage has been increased by 100%. The pet bleeding duration has been increased from 6 seconds to 12 seconds.

Concussion Shot: The stun and daze durations have been increased from 1 second to 2 seconds.

Ricochet: Might duration applied by this skill has been increased from 3 seconds to 5 seconds. Increased the cast point by 0.1 seconds. The aftercast delay has been reduced by 0.16 seconds.

Winter’s Bite: The chill duration of this skill has been increased from 3 seconds to 4 seconds and now also applies 3 stacks of bleeding for 5 seconds. The aftercast delay has been reduced by 0.32 seconds.

Path of Scars: This skill is now ground targeted and can be cast at a shorter distance than the maximum.

Whirling Defense: The active portion of this skill has had its speed increased by 50% and will now scale with quickness. The damage per strike has been increased by 100%.

“Search and Rescue!”: The radius of this shout has been normalized and now affects a radius of 600, down from 1200. The recharge time of this skill has been increased from 45 seconds to 60 seconds.

Fortifying Bond: The fury duration applied to the ranger’s pet has been increased from 3 seconds to 5 seconds. The protection duration has been increased from 2 seconds to 3 seconds. The regeneration duration has been increased from 5 seconds to 6 seconds. The swiftness duration has been increased from 3 seconds to 6 seconds. The quickness duration has been increased from 2 seconds to 2.5 seconds. The stability duration has been increased from 3 seconds to 5 seconds.

“Protect Me!”: This skill will no longer attempt to break stun on NPCs who aren’t already in combat.

Fixed a scaling and placement issue with the Celestial Avatar skill icon after the druid elite specialization is equipped.

Vine Surge: Fixed a bug that allowed this skill to strike a target more than once.

Revenant

This quarter’s balance changes are focused on improving Ventari and the off-hand sword while slightly lowering the defensive capabilities of the Shiro legend. Legendary Assassin Stance is expected to be offensive and elusive but was too survivable overall.

Protective Solace: Fixed an issue that prevented the combo ring for this skill from being visible.

Riposting Shadows: The endurance gain of this ability has been reduced from 50 to 25.

Precision Strike: Increased the recharge time of this skill from 4 seconds to 5 seconds. The range of this skill has been reduced from 600 to 450.

Duelist’s Preparation—Shackling Wave: The immobilize duration has been increased from 2 seconds to 2.5 seconds. This skill is now available naturally during the course of Duelist’s Preparation. Blocking an attack will extend the availability of the skill beyond the blocking duration.

Grasping Shadow: This skill now grants 6 seconds of fury to the revenant and 3 seconds of chill to an enemy when the attack hits.

Enchanted Daggers: The healing from these daggers has been reduced by 5%.

Project Tranquility: The cost of this skill has been reduced from 10 energy to 5 energy.

Ventari’s Will: This skill is now instant. The recharge time of this skill has been increased from 2 seconds to 4 seconds.

Natural Harmony: Reduced the delayed time to heal from 1.5 seconds to 1 second. Increased the healing power contribution of this skill by 33%.

Energy Expulsion: This skill is now instant but has a 1-second delay for the explosion.

Thief

The thief has had numerous changes in the vein of quality-of-life upgrades. We’ve made improvements to help pistols play nicer with their hybrid nature while also improving the dagger and sword weapons. Survivability has been boosted a bit, with healing skills and traits working to provide more condition removal, vigor, and healing. Larcenous Strike and Bountiful Theft now remove additional boons, with Lead Attacks receiving a large rework that promotes spending initiative rather than holding it. We’ll continue to monitor the effectiveness of Lead Attacks and adjust it accordingly as needed.

Vital Shot: Reduced the aftercast delay of this skill by 0.6 seconds.

Body Shot: Reduced the aftercast delay of this skill by 0.16 seconds.

Unload: This skill now grants 1 stack of might for 8 seconds when striking an enemy.

Heartseeker: This skill is now able to be affected by quickness and slow.

Weakening Charge: This skill is now able to be affected by quickness and slow.

Dust Strike: This skill now applies 5 stacks of vulnerability per hit. Fixed a bug that caused this skill to strike more than once. Fixed a bug that caused this skill to blind for only 3 seconds instead of the full 5 seconds.

Larcenous Strike: The number of boons stolen by this skill has been increased from 1 to 2. The initiative cost has been increased from 1 to 2.

Withdraw: This skill now removes torment in addition to its other removals.

Hide in Shadows: This skill now removes confusion in addition to its other removals. Increased the duration of regeneration from 4 seconds to 6 seconds.

Skelk Venom: The base healing modifier for venom strikes has been increased by 40%. The healing contribution for both the initial heal and venom strikes has been increased by 50%.

Expeditious Dodger: Increased the swiftness duration from 4 seconds to 6 seconds.

Pain Response: The internal cooldown of this ability has been reduced from 20 seconds to 16 seconds.

Vigorous Recovery: Increased the vigor duration of this trait from 7 seconds to 10 seconds.

Swindler’s Equilibrium: Damage while wielding a sword has been increased from 5% to 7%.

Lead Attacks: This trait has been reworked and now grants 1% damage and condition damage per initiative spent for 15 seconds. This effect has a maximum of 15%.

Bountiful Theft: The number of boons stolen has been increased from 2 to 3 in addition to applying vigor.

Consume Plasma: This stolen ability now grants resistance for 2.5 seconds, but it will not apply quickness. Updated the skill facts.

Throw Gunk: This skill is now ground targeted. Added the radius to this skill’s description. Added an allied combo-field effect and enemy ring effect to this skill.

Warrior

We’re generally happy with the offense and damage potential of the warrior, but survivability and durability in PvP have been observed to be lacking, even when defensive measures are taken. We’re looking to boost defense in areas where the warrior specializes in it. Stability-granting utilities have been refocused and reworked with the new stability cooldown specifically in mind, and the Defense line has gained significant increases. Within this line, Adrenal Health has been transformed from an adrenaline-holding minor trait into one that grants a much stronger healing effect when landing burst abilities.

Dual Shot: The damage of this skill has been increased by 33%.

Fan of Fire: Increased the burning duration from 2 seconds to 3 seconds. Physical damage has been increased by 10%.

Smoldering Arrow: The recharge time of this skill has been reduced from 15 seconds to 12 seconds.

Pin Down: The damage of this skill has been increased by 10%.

Eviscerate: Updated this skill to not be affected by movement-impeding effects.

Gun Flame: The physical damage of this skill has been reduced by 20%. Fixed an issue that allowed this skill to hit enemies twice. This skill no longer pierces but still delivers the area-of-effect attack. Fixed a bug that caused the tool tip to show a decrease in damage when the Burst Mastery trait was in use.

Dolyak Signet: The cooldown of this signet has been reduced from 60 seconds to 40 seconds.

Balanced Stance: This skill now periodically applies swiftness and two stacks of stability for 3 seconds every 3 seconds that the stance is active.

Throw Bolas: The cooldown of this skill has been reduced from 20 seconds to 16 seconds.

Kick: The cooldown of this skill has been reduced from 20 seconds to 12 seconds.

Bull’s Charge: Increased the knockdown duration from 2 seconds to 3 seconds.

Stomp: This skill is now ground targeted and will move the warrior from a distance of 450 to a target area. This skill now grants 1 stack of stability for 5 seconds per target struck in addition to its own initial stack of stability, which has been increased from 1 second to 5 seconds. The cooldown of this skill has been reduced from 45 seconds to 40 seconds.

Thick Skin: The health threshold of this trait has been decreased from 90% to 75%. The toughness this trait applies has been increased from a maximum of 120 to 180.

Dogged March: The regeneration duration applied by this trait has been increased from 3 seconds to 6 seconds.

Cull the Weak: Increased the health threshold for weakness application from 25% to 33%.

Defy Pain: The threshold for activating Endure Pain has been increased from 25% health to 50% health.

Quick Breathing: Increased the number of conditions removed on warhorn-skill use from 1 to 2.

Burst Mastery: Fixed a bug that prevented this trait from appropriately increasing damage.

Adrenal Health: This trait has been reworked. For each level of adrenaline spent, the warrior will gain an instance of Adrenal Health that will heal over the course of 15 seconds. This effect stacks up to 3 times.

OTHER BALANCE, BUG-FIXING, AND POLISH

General

Players can now specify a quantity when purchasing items from a vendor.

Fixed several vendors in Central Tyria that started on the Sell tab instead of their respective Buy tabs.

Changed all in-game references to the Magus Falls region to Heart of Maguuma to avoid confusion of conflicting labels for the area.

Loading screens can now have helpful information and tips at the top of the screen.

The Tail Stab skill used by the Veteran Mordrem Vinetooth and the Vinetooth incarnation of Faolain has been reworked so that the skill’s damage area matches its effect.

Unlurk animations now play for arrowheads, bristleback hatchlings, and Mordrem grunts that require them.

Squads can now be joined regardless of distance via left-clicking the commander marker on the map and selecting “Join Squad.”

Fixed a bug in which adventure leaderboards had inconsistent daily and lifetime records. This fix also addressed an issue in which lifetime records cleared after the daily reset.

Fixed a bug that caused Chocolate Omnomberry Cake to increase burning duration instead of chill duration.

The Clean Refresh