CheMClarc wrote:Juggernaut's cooldown was pushed back a rank because we did not like the interaction between being able to use the ability then directly use it again once the buff wore off by using heroic will. This was a concern when launching 2.1 but we wanted to see how players used those abilities together. Our pvp analytics showed that Justicars had an increased winning rate over War Mages once that combination was possible. The minor nerf only allows a small opening for both classes to get status effect abilities in if Justicars do not build status resistance to deny that chance.
Condemn was not supposed to be slower but faster, this will be fixed. We wanted to increase the speed of Condemn so that Justicars will be able to quickly apply Wrath to increase their damage output with their magic abilities.
Our pvp analytics showed that the majority of War Mages were not using the ability, Magma Jet, which has a powerful debuff that can be used to turn the tide of battle against the other classes that have higher armor values. This minor damage increase will hopefully help Mages weaken Justicars so that their direct damage increases when Juggernaut is up.
We didn't change anything with Shadow Walkers because they currently have a higher win ratio against Justicars than we would like to see. The results of our analytics are a bit skewed with the 9/10 gear set bonus that occurred when players used the T17 Pirate event main hand sword and the fact that T18 PvE gear came out as well. A bug fix with Arcane Shield will also help War Mages against Shadow Walkers since it wasn't fair that defend was mitigated when Arcane Shield triggered during the defend.
We believe that the new T18 Coliseum gear will help level out the playing field between classes at the higher end of the leagues while the mid level characters and might are very close to being quite even. Making drastic changes to any of the classes would just result in more changes down the road. We also needed to take into consideration that not every player uses the correct or has access to the same abilities, enchantments and gems that we would like to see used while they are improving their characters. We understand that some players are committed to one style of play but there are a few styles of play that are not being used that would benefit players when fighting against particular class set ups.
We will be following the results of the changes and listen to player feedback as Season 2 really gets going.
First and foremost... Juggernaut: Everyone is saying it needed to be nerfed. With the vast array of effects the others have, it was necessary. If we don't juggernaut immediately we get a slow and time void so at a disadvantage, if we do then after 1s we get frozen then defend, shatter and snap cast. By the way, for mages laughing and saying they needed a boost, most snapcasts produce crits, and not always possible to defend it. Even without snapcasts, from gold 1 and up, mages can chain crit and kill in 2 moves comfortably.
The condemn issue is supposed to be a buff and I guess it's supposed to help us, but only if you are a magic justi, us melee types are royally F****d.
The feedback never gets listened to else there wouldn't be so many complaints. If you are suggesting that we buff ourselves with the status resist enchant,make it easier for us to get them with something for onslaught...
War Mage record was Honaj with 14,100. SW I'm unsure of, but with elixirs and pots and crits, justi can't manage more than 5k. I gave you all a recommendation and how to match the classes with them. If you don't fix them for pvp, then do it for pvp. The different styles of play could be used but only if the player could check the opponent beforehand.
I'm sick and tired of bitching about things now but if I get a forum ban, at least I know you listened, and maybe it may sink in.
Anyways, either fix pvp, or fix pve, either way, justis would feel better.