ArenaNet:Developer updates/20080521

[Dev Update] PvP/PvE Skill Balancing – 21 May 2008
With this week’s update we will introduce a new system to split certain skills into separate PvE and PvP versions. With this system we can update skills for one game type without affecting the other. To prepare players for the changes, we have decided to post this Dev Update as a preview. The skill changes will go live on May 22.

With the new system, we can restore skills to their original forms, so they are no longer impacted by PvP balance changes. For example:


 * : increased duration to 1..5 seconds; added PvP version with previous stats.

Where balance changes were required for PvP, but not PvE, the skill has been split and the changes will apply to the PvP version. For example:


 * (PvP): increased Energy cost to 10.

We will be reintroducing the PvP balance changes that we tested from April 17 – May 1, but now these balance changes will apply only to PvP.

Skills that differ in PvP play will have (PvP) listed at the end of their names when viewed in PvP outposts and matches. These skills will automatically be adjusted within PvP outposts and matches. Players can equip their skills as normal, and the game will use the PvP version where appropriate.

We recognize that this is a new system, with different stats possible for the same skill in PvE and PvP. We intend to use this system to the benefit of all players, and maintain our dedication to careful evaluation of each skill that we balance. Since this is the initial roll-out for the new system, we altered more skills than we would expect to in future updates.

Restoration of Skill Effectiveness in PvE
In this update, we will be restoring a number of skills so that they work similar to how they used to before various PvP-related game balances. Each of the following skills restored in this way will also have a PvP version:

Assassin

 * : increased duration to 5..30 seconds.

Mesmer

 * : decreased recharge to 20 seconds.
 * : decreased recharge to 20 seconds; decreased casting time to 2 seconds.

Necromancer

 * : decreased casting time to 1 second.

Elementalist

 * : increased duration to 5..20 seconds; increased Energy gain to 1..4.

Monk

 * : decreased recharge to 6 seconds.

Warrior

 * : increased number of attacks before "Watch Yourself!" ends to 10.

Ritualist

 * : increased Spirit recharge reduction to 15..75%.

Ranger

 * : increased damage to 5..25.
 * : increased damage to 5..25.

Paragon

 * : increased duration to 1..5 seconds.
 * : decreased activation time to 1 second.

Restoration of April Balance Changes (PvP)
We will also reintroduce the PvP balance changes that we tested from April 17 – May 1, along with a few other tweaks to skills. These balance changes will apply only to PvP.

Assassin

 * (PvP): increased Energy cost to 10.
 * (PvP): decreased duration to 5..15 seconds.

Necromancer

 * (PvP): increased recharge to 10 seconds.

Elementalist

 * (PvP): decreased recharge to 3 seconds; decreased Blind duration to 1..5 seconds.
 * (PvP): decreased duration to 1..18 seconds.
 * (PvP): this skill no longer causes Cracked Armor.

Monk

 * (PvP): increased Energy cost to 15.

Ritualist

 * (PvP): increased casting time to 1 second.
 * (PvP): increased recharge to 8 seconds.
 * (PvP): increased casting time to 4 seconds.
 * (PvP): increased recharge to 10 seconds.

Dervish

 * (PvP): increased activation time to 1 second.
 * (PvP): increased activation time to 1 second.

Paragon

 * (PvP): decreased duration to 10 seconds.
 * (PvP): increased recharge time to 30 seconds.
 * (PvP): increased activation time to 1 second.
 * (PvP): increased recharge time to 30 seconds.

Restoration of April Balance Changes (PvE and PvP)
These skills were part of the the April Balance change and needed to be restored for PvP balance but didn't warrant splitting the skills into separate PvE and PvP versions. Some are skill improvements we wanted to apply to both PvE and PvP; others are power reductions we felt would have minimal impact on PvE balance. The one exception is Steelfang Slash, which was not a part of the April Balance update. It was added to this list to deal with particular multi-weapon skill combinations that allowed a player to repeatedly chain knockdowns on an opponent.

Mesmer

 * : this skill now counts as a Stance.
 * : decreased Energy cost to 5.
 * : decreased recharge to 8.
 * : decreased Energy cost to 5.
 * : increased Energy lost to 1..10; decreased damage done per Energy to 9.
 * : increased Energy lost to 1..10; decreased damage done per Energy to 9.

Elementalist

 * : decreased number of spells that cannot be interrupted to 1.
 * : increased casting time to 1 second.

Warrior

 * : decreased skill disable time to 0..3 seconds; increased recharge to 20 seconds.
 * : increased recharge to 1 second.