Critical Damage
Crit Damage as a percentage stat will go away
Replaced by a numeric stat called Ferocity
Balanced to be about 10% less damage overall
PVP crit damage won't change - they feel it's in a good place already
Numeric amount same as "secondary stat" on gear (e.g. 90 power/60 prec/60 fero for berserker)
Opens up potential for Ferocity to be a primary stat on new stat combo
Sigils
Two sigil slots for two-handed weapons!
No more shared cooldowns!!
RNG reduced - percent chance on crit will probably just become 100% on-crit
Still only one stacking sigil type (bloodlust, perception etc.)
Dual swap sigils WILL both proc. (e.g. Battle + Geomancy or Air + Fire)
Runes
Adding strong bonuses further towards rune #4/5/6 to give more benefit of having full sets
Added more condi duration on early bonuses so 2/2/2 is still possible
Examples: Strength: 1) +25 power, 2) 10% might duration, 3) 50 power, 4) 15% might duration and 25% might proc on hit, 5) 100 power, 6) 20% might duration, +5% damage under might.
Fixing Rune #6 bonuses and other rune bugs (e.g. Ranger runes etc.)
They've done a balance pass over runes and sigils to try to improve diversity.
PVP
Adding new unlockable stat combos for PVP (similar to how new heal skills are being added)
This is more speculative / for future, probably not in next build
Balance Preview - There will be balance updates in the next build:
Elementalist
Signet of Restoration is restored to full power (no more pve/pvp split)
Armor of Earth cooldown goes from 90s to 75s (pre-cantrip mastery)
3 seconds of Regen added to Water Trident (for up to 5 allies) - support+condi removal for scepter
Burning Speed now evades during cast! (more melee survival for d/d)
Frozen Burst is now a blast finisher! (can combo with Burning Speed)
Engineer
Net Turret immobilize reduced by 1 second
Poison grenades - poison applied per tick reduced from 5 to 3 seconds
Toolkit - Box of Nails/Piranhas cast time reduced from 1 sec to 3/4 sec
AED cast time reduced from 1 sec to 3/4 sec (may go to 1/2sec later)
Guardian
Litany of Wrath cast time reduced from 1 sec to 3/4 sec (may go to 1/2sec later)
Vigorous Precision cooldown increased to 10 sec (so only 50% vigor uptime)
Healing Breeze rescaled so 50% self-applies on cast, then 10% per tick for 5 seconds on allies
Mesmer
Critical Infusion cooldown increased to 10 sec (so only 50% vigor uptime)
Deceptive Evasion will no longer create a new clone if you already have full images (no overwrites) (yeesh, that's huge. RIP clone-death builds.) :'(
Necromancer
Putrid Explosion is no longer unblockable
Training of the Master damage bonus reduced from 30% to 25%
Dhuumfire changed to make only Life Blast apply 3 sec burning with 10 sec cd - no longer split pve/pvp
Less passive -- controllable application, and makes for active counter-play possibilities
Vampiric Master rebalanced, so Mastery gives the biggest leech boost (thanks, /u/razinbread)
Ranger
Spirit of Nature healing was bugged - changing to 320hp / sec
Considering adding combo field to all trap skills (Viper's Nest => poison field, etc.)
Empathetic Bond will no longer remove conditions when pet is dead
Making steps towards allowing dodge during sword auto chain (server-side fixes involved)
Thief
Positive things coming that won't be discussed yet (same for ranger)
Pistol Whip possibly split into two-part skill with separate ini cost (stun and then slashes separated)
Warrior
Healing Signet passive reduced by about 8% (~30hps), active may be improved / altered
Pin Down has new animation / tell, cast time increased from 1/4 to 3/4 sec
Source : http://www.reddit.com/r/Guildwars2/comments/1vharm/ready_up_livestream_notes/
(suite au livestream du 17/01)
Crit Damage as a percentage stat will go away
Replaced by a numeric stat called Ferocity
Balanced to be about 10% less damage overall
PVP crit damage won't change - they feel it's in a good place already
Numeric amount same as "secondary stat" on gear (e.g. 90 power/60 prec/60 fero for berserker)
Opens up potential for Ferocity to be a primary stat on new stat combo
Sigils
Two sigil slots for two-handed weapons!
No more shared cooldowns!!
RNG reduced - percent chance on crit will probably just become 100% on-crit
Still only one stacking sigil type (bloodlust, perception etc.)
Dual swap sigils WILL both proc. (e.g. Battle + Geomancy or Air + Fire)
Runes
Adding strong bonuses further towards rune #4/5/6 to give more benefit of having full sets
Added more condi duration on early bonuses so 2/2/2 is still possible
Examples: Strength: 1) +25 power, 2) 10% might duration, 3) 50 power, 4) 15% might duration and 25% might proc on hit, 5) 100 power, 6) 20% might duration, +5% damage under might.
Fixing Rune #6 bonuses and other rune bugs (e.g. Ranger runes etc.)
They've done a balance pass over runes and sigils to try to improve diversity.
PVP
Adding new unlockable stat combos for PVP (similar to how new heal skills are being added)
This is more speculative / for future, probably not in next build
Balance Preview - There will be balance updates in the next build:
Elementalist
Signet of Restoration is restored to full power (no more pve/pvp split)
Armor of Earth cooldown goes from 90s to 75s (pre-cantrip mastery)
3 seconds of Regen added to Water Trident (for up to 5 allies) - support+condi removal for scepter
Burning Speed now evades during cast! (more melee survival for d/d)
Frozen Burst is now a blast finisher! (can combo with Burning Speed)
Engineer
Net Turret immobilize reduced by 1 second
Poison grenades - poison applied per tick reduced from 5 to 3 seconds
Toolkit - Box of Nails/Piranhas cast time reduced from 1 sec to 3/4 sec
AED cast time reduced from 1 sec to 3/4 sec (may go to 1/2sec later)
Guardian
Litany of Wrath cast time reduced from 1 sec to 3/4 sec (may go to 1/2sec later)
Vigorous Precision cooldown increased to 10 sec (so only 50% vigor uptime)
Healing Breeze rescaled so 50% self-applies on cast, then 10% per tick for 5 seconds on allies
Mesmer
Critical Infusion cooldown increased to 10 sec (so only 50% vigor uptime)
Deceptive Evasion will no longer create a new clone if you already have full images (no overwrites) (yeesh, that's huge. RIP clone-death builds.) :'(
Necromancer
Putrid Explosion is no longer unblockable
Training of the Master damage bonus reduced from 30% to 25%
Dhuumfire changed to make only Life Blast apply 3 sec burning with 10 sec cd - no longer split pve/pvp
Less passive -- controllable application, and makes for active counter-play possibilities
Vampiric Master rebalanced, so Mastery gives the biggest leech boost (thanks, /u/razinbread)
Ranger
Spirit of Nature healing was bugged - changing to 320hp / sec
Considering adding combo field to all trap skills (Viper's Nest => poison field, etc.)
Empathetic Bond will no longer remove conditions when pet is dead
Making steps towards allowing dodge during sword auto chain (server-side fixes involved)
Thief
Positive things coming that won't be discussed yet (same for ranger)
Pistol Whip possibly split into two-part skill with separate ini cost (stun and then slashes separated)
Warrior
Healing Signet passive reduced by about 8% (~30hps), active may be improved / altered
Pin Down has new animation / tell, cast time increased from 1/4 to 3/4 sec
Source : http://www.reddit.com/r/Guildwars2/comments/1vharm/ready_up_livestream_notes/
(suite au livestream du 17/01)