Based on my first reading on my phone at 2am so bear with me.
Engineer:
Damage was slightly increased numbers wise but is also slower to apply and a little more ramp up time. Main attack, Electrocute, had it's range and width nerfed so it should be easier to avoid. Still looks like a solid class for PvP in both Arena and BGs.
Esper:
No changes? Fixed a bug that was preventing Healing Touch from Procing from Mental Boon. If that was a thing you noticed, Karla, it's fixed.
Medic:
Honestly idk what going on here. I knew the class was broken but it turns out it was broken. As in a lot of its AMPs and tier bonuses just weren't applying. Once they've fixed all the bugs out looks to be a solid buff to the class since, y'know, they'll actually be getting the benefits from their AMPs and Ability Tiers. Yay.....
Spellslinger:
No change to damage, although some buffs/procs have longer Internal CDs so that maybe should help. Also their escapes (Void Slip, Void Shift) were nerfed with longer CDs and lesser effects, so that'll be helpful.
Stalker:
Nerf to Shred's damage and armor pierce, as well as a few number changes to some abilities. Still have unending stealth though so you're fine.
Warrior:
Bug fixes with abilities, Overdrive now resets Tremor for more burst and Festering Blade snares all targets hit. Tremor's CD was increased from 8 to 12 sec, but it's damaged was buffed to compensate. Overall a buff to the class, but will have to see how the increased Tremor CD affects uptime since that was Warrior's only ranged attack.
Nothing else really of note. Still no LAS swapping before games which is unfortunate. There is a "healing debuff" mentioned for 2s but no specifics at all so nothing to theorize about really.
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"if actions speak louder than words, then I'm the most deafening noise you've heard"
they also fixed a thing where an ability that was suppose to reduce magic dmg taken by 35% was actually inreasing magic dmg taken by 35% for espers
No, this was just a re-word. They did this in previous patches with things like Warrior's Smackdown. Instead of the ability causing your target to to take x% more damage, they instead have the the target's resistances lowered by that much. I'm sure there's a mathematical formula for which is better and why, but in essence the ability should work the same.
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"if actions speak louder than words, then I'm the most deafening noise you've heard"
That is actually the only escape that gets you away guaranteed. And they're taking it away.
Pounce Stealth.. can be countered, especially without the Assassin AMP.
I'm not going to start screaming bloody murder untill I've seen it live but I'm just saying.. this isn't looking good at all.
And I am very, very concerned.
-- Edited by Evo on Thursday 22nd of May 2014 09:01:05 PM
Ya, looks like they're going after the wrong thing. He cites the "hide and seek game play" as frustrating, but like you said they're leaving the Assassin AMP alone. Get rid of that shit and let you keep your real escape mechanic, imo.
As for the damage and range nerfs... idk man, supposedly Stalkers are just way way ahead of other classes in PvE for whatever reason so they keep getting toned down. Hopefully they can find a good balance. This isn't it.
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"if actions speak louder than words, then I'm the most deafening noise you've heard"