ArenaNet:Developer updates/20081009

PvE and PvP
This update is focused on PvP, but the changes should also mesh with PvE play. We made some Fire Magic skills more powerful, modified a few skills which were too powerful at 0 attribute investment, and fine-tuned the balance between Ranger elites. We've also taken this opportunity to fix an abuse of the Guild Lord's AI and make Lyssa's Aura more attractive.

Assassin
 * : reduced hex duration to 1..10 seconds; reduced Crippled duration to 1..15 seconds.

Hidden Caltrops' previous durations allowed someone to be permanently snared without the caster having any attribute investment in Shadow Arts. We reduced the hex duration and reduced its overall effectiveness at low attributes.

Elementalist
 * : increased damage to 20..75.
 * : reduced casting time to 2 seconds.

We increased the damage of Immolate and reduced the casting time of Meteor to give Fire Elementalists a few more options.

Mesmer
 * : increased Energy regeneration to 0..5.

Lyssa's Aura required a hefty 14-point Inspiration Magic investment to get 4 Energy regeneration, which is unrealistic on most builds. We increased the Energy regeneration by 1, which in turn lowers the attribute requirement to make this skill useful.

Ranger
 * : increased Burning duration to 1..7 seconds.
 * : increased recharge to 5 seconds.
 * : reduced recharge to 8 seconds.

Since being reworked, Incendiary Arrows has outshined other, previously desirable Ranger elites for most players. We toned down Incendiary Arrows by increasing the recharge, but we also decided to raise the Burning duration of Burning Arrow and lower the recharge of Melandru's Shot. This should better balance the Ranger condition-spreading elite skills against each another.

Warrior
 * : functionality changed to: "Deals +1..20 damage. Causes knock-down (2..4 seconds)."

Along with the "For Great Justice!" change below, this is targeted specifically at Assassins using a particular multi-weapon build to keep enemies permanently knocked down. This change will have no effect on most Warriors who use a hammer.

PvP
Guild Battle Changes
 * The number and placement of NPCs have been changed in all Guild Halls.
 * Removed Cyclone Axe from the Guild Lord.

Using a large number of pets, minions, and Spirits, players could use Insidious Parasite to make the Guild Lord instantly kill himself with Cyclone Axe. With the changes to Guild Battles in the last few months, Cyclone Axe was no longer an important skill for the Guild Lord, so we simply removed it from his skill bar.

For well-matched teams, it has been taking a little too long to kill the NPCs in a Guild Hall and clear the way for an attack on the Guild Lord. To address this, we've looked at each Guild Hall and selectively removed and relocated NPCs. In general, we removed NPCs who weren't guarding either the perimeter or the Guild Lord himself, and we've thinned perimeter NPCs in spots where multiple NPCs were guarding the same area. In most cases, NPCs at the front gate or near the Guild Lord himself were not removed because these affect the ebb and flow of combat rather than simply adding to the duration of a Guild Battle.

Warrior
 * : reduced duration to 8 seconds.

This skill already had a separate PvP version; so this change does not affect PvE. "For Great Justice!" made it too easy to fuel adrenal skills when used with daggers, considering their double-strike capability. This was used commonly within Hero Battles to rapidly build adrenaline. We've reduced the duration to limit this interaction.

Upcoming Changes
This month's content update is lighter than usual as we are currently working on a larger update due next month. Next month's update will focus primarily on balance and pacing issues associated with many PvE titles.