Full Notes from Stream: (also see Knive's post as he noted a few things I didn't)
New Stat: Ferocity,
- Replaces "+Critical Damage", increases critical damage.
- All gear, traits will be converted to ferocity.
- Has it's own formula so it is easier to manage.
- Stat ratio compared to other stats is all over the place in terms of efficiency and weight.
- Will represent ~10% reduction in damage for pure DPS builds.
- Improves downscaling of crit damage as well.
- Opens the window to new stat combos in the future, such as having Ferocity as a primary stat (as it's implemented, it will only be a secondary set).
- Crit damage in PVP is good, and actually lower in PVP. PVP stat sets will probably not change too much and will be at about the same % it is now. This will mostly affect PVE and WvW.
- Berserker Gear will still be the best-in-slot combo for pure DPS.
- As they try to improve condition damage support and active defense better, this change had to be first.
- Blog post about it in a month or so.
Sigils:
- Two sigil slots on two-handed weapons (Wow), since people were dual wielding to benefit from 2 sigils.
- Sigil cooldowns are no longer shared. Each Sigil will now have its own cooldown, but cannot stack. Battle and Energy can be used together, but two energy sigils will not work. Any combination of on swap / on proc will work now.
- Some sigils may change to on hit instead of on crit (still being balanced).
- "Stacking"-type sigils will not stack (bloodlust and corruption, for example).
- Two "on-swap" sigils can be paired together.
- Cleans up a lot of "Hidden Rules" that were confusing.
- Lots of bugs fixed, something they haven't been able to do since launch.
- Want to fix the "terrible" sigils and runes to be on the same level as the ones that are considered staples.
Runes:
- Huge rebalancing pass on runes.
- Stats and percentages changed to be more consistent.
- A lot of stat weights are moved towards later bonuses.
- Boon / condition durations moved higher up to aid people mix-and-matching sets.
- Every single rune set has changed at least a little.
Stat Combos for PVP:
- Not all PVE combos will carry over.
- Goal is more build diversity.
- Sigils and Runes will be brought over as well.
- New stat combos may have to be unlocked, but it's not going to be overly difficult (described as a 'speed bump').
Balance Preview: (High Level discussion)
- Included in next feature update.
- This does not include EVERYTHING, list is not exhaustive and subject to change. Lots more coming.
Elementalist:
- Signet of Restoration is the same in PVP and PVE (we knew this last night).
- Armor of Earth (CD down to 75sec from 90 sec).
- 3 seconds of regen to Water Trident on hit (up to 5 allies). Felt ele was lacking sustain, so this is a good place to add a support skill.
- Burning Speed (MH Dagger) is now considered an evade during travel time.
- Frozen Burst (MH Dagger) is now a blast finisher.
Engineer: (uh oh, sounds like nerfs incoming)
- Reduced immobilize on net turret by 1 sec. due to it being too powerful with supply crate drop.
- Poison Grenade poison application per tick reduced from 5 to 3. It stacks poison too quickly when used at close range.
- Box of Nails cast time too long, reduced from 1 to 3/4ths second.
- AED reduced from 1 sec. to 3/4ths second.
Guardian:
- Litany of Wrath reduced cast time to 3/4ths.
- Vigorous Precision cooldown up to 10 seconds. (not sure I caught this one, they talk over each other sometimes)
- Healing Breeze rescaled, 50% of heal at start of heal, 10% for 5 ticks to Guardian and allies in a cone. Ticks supposedly scale very well with healing power so it's stronger for support.
Mesmer:
- Critical Infusion recharge increased from 5 second to 10 second. (not sure I caught this one)
- Deceptive Evasion (create clone on dodge) changed, only creates a clone when you have no clones present. Not sure I heard this one right, it sounded like it wouldn't create one when you already have 3 out... again, they're talking over each other.
Necro
- Putrid explosion is no longer unblockable.
- Training of the Master (?), changed. Didn't catch the percent, they talked over it kind of fast.
- Dhuumfire changed, no longer so passive and unpredictable. Now causes Life Blast in Deathshroud apply 3s of burning with 10s cd.
- Vampiric Mastery sustain reduced.
Ranger:
- Spirit of Nature is bugged, will be fixed, should have 320 healing per second.
- Talking about adding field type to all traps.
- Empathetic Bond was bugged, will no longer remove conditions if your pet is dead.
- "Pretty amazing stuff coming for Rangers, we just talk about too much yet"
- Main Hand sword issue with dodging is being worked on, but may not make it this update. Involves a lot of anti-hacking elements.
Thief:
- Lots of big things they can't talk about yet.
- Choking Gas is going to 3 seconds per tick from 5 for the same reason as Engineer grenade change.
- Would like to tweak Pistol Whip, but not ready yet.
Warrior:
- Healing signet is really controversial. Passive is being reduced by 8% but numbers are still being played with. Active Skill will not be buffed, but will receive a functionality change to make you want to use it.
- Want Warriors to continue to be sturdy, but they want there to be a trade off in terms of damage, but not too much.
- Pin Down (Warrior Longbow) changed to have a warm up animation and projectile to improve visibility. Looks cool, but gives players a tell. increased to 3/4 second cast.
- Again, changes are not exhaustive or final, and have lots of interaction with rune/sigil changes.
- There is a big thing coming soon they can't talk about, some of these changes are related to this.
I was trying my best to transcribe live but there's a few things I didn't catch because I was looking something up, making sure I was bumping the thread, and outside distractions. I think between the two of us we probably got everything.
Shitcockpissybollocksdammit.
I don't play a Necro, so I can't comment too accurately, but wouldn't having a more predictable skill be better than what (as near as I can tell) appears to be unreliable, especially when getting conditions rolling is (again, I don't play necro) supposed to be important?