Amulets

Amulets

in Profession Balance

Posted by: DejaVu.9825

DejaVu.9825

Hello everyone!

I open this post to talk about the charms of pvp. As we all have noticed some of the other amulets give more stats … Ex. Berserker amulet, amulet Celestian, rampager amulet, amulet Valkyrie. Most of the amulets gives +650 +650 +932 = 2232 total statistics … statistics against the berserker’s 2364 statistics, 3066 statistics Celestian, 2244 statistics rampager (even less than that from all the others), 2364 statistics of the valkyrie .

My proposal is simple, standardize all the amulets according to one criterion, all have to give a total of 2232 statistics. The amulets with 4 stats would be amended as follows:

Berserker +932 power +650 precision +325 vitality +325 ferocity
Rampager +325 power +932 precision +325 vitality +650 damage condition
Valkyrie +932 Power +650 toughness +325 ferocity +325 healing pawer

Now all the amulets give 2232 statistics TOTAL … The situation is different for the Celestian, because the bonus that would give each feature would be 2232/7 = 318.85 … But it is also true that giving so little of everything would not be more usable even by element and engi … ideas? proposals? because it gives too clear, but it is also true that he can not follow the logic of the other amulets because it involves all the statistics. My idea is to lower it to a feature +388 (-50).

Mine are just ideas, what do you think?
Sorry for the english use google translator !!!

I posted here and in the pvp because I did not know where I should post

(edited by DejaVu.9825)

Amulets

in Profession Balance

Posted by: DejaVu.9825

DejaVu.9825

Can anyone understand that even amulets are unbalanced and hurt? all that waste time to “think” about how to balance the game, when you do not even know where to start. GW2 E-sports? impossbile … amulets, runes (70% is not even used), traits, game mechanics in general do not allow this game to be E-sports.

Summary …

stability
CC instantaneous (Ex. Power lock the mesmer)
Amulets that give more stats than others …
Skill, utility and elite too strong or too weak ….
Rune … (some unnecessary effects)
AI builds

PS: Someone explain why the most op skill in this game → Magnetic Wawe (Elementalist) <- is not retrieved by any “expert”? that is, it does it all: cure 3 conditions, reflected projectiles, does damage, it deals cripple and a combo finisher … at only 25 seconds of CD and has no cast time, this skill is louder than some of utility, I said all.

Amulets

in Profession Balance

Posted by: BurrTheKing.8571

BurrTheKing.8571

The extra stats on Zerk and Ramp aren’t really significant enough to matter, especially since the only classes you see frequently using the ammy now are Thieves and Mesmers with the occasional Medi Guard or D/D Ele.

What really does stand out is Celestial. It was garbage before but the increase + The changes to might stacking has made builds on several classes way stronger than they should be. I would still say that the nerf should come to might stacking FIRST, then see how that affects Cele and decide if a nerf is needed from there.

Just an angry old man…

Old Man Burr (War), Bad Hat Ben (Engi), Manly Manny Manson (Guard)

Amulets

in Profession Balance

Posted by: P Fun Daddy.1208

P Fun Daddy.1208

Can anyone understand that even amulets are unbalanced and hurt? all that waste time to “think” about how to balance the game, when you do not even know where to start. GW2 E-sports? impossbile … amulets, runes (70% is not even used), traits, game mechanics in general do not allow this game to be E-sports.

Summary …

stability
CC instantaneous (Ex. Power lock the mesmer)
Amulets that give more stats than others …
Skill, utility and elite too strong or too weak ….
Rune … (some unnecessary effects)
AI builds

PS: Someone explain why the most op skill in this game -> Magnetic Wawe (Elementalist) <- is not retrieved by any “expert”? that is, it does it all: cure 3 conditions, reflected projectiles, does damage, it deals cripple and a combo finisher … at only 25 seconds of CD and has no cast time, this skill is louder than some of utility, I said all.

Magnetic wave is on earth focus, which also has obsidian flesh, which is probably more op. Sadly, the rest of focus is pretty lackluster, which is why focus on the whole is not that viable.
The reason being that fire is entirely useless, water is nearly as bad, and air is normal, so once they get your earth stuff popped you don’t really have anything except stalls in air for the next forty seconds.

(edited by P Fun Daddy.1208)

Amulets

in Profession Balance

Posted by: DejaVu.9825

DejaVu.9825

The extra stats on Zerk and Ramp aren’t really significant enough to matter, especially since the only classes you see frequently using the ammy now are Thieves and Mesmers with the occasional Medi Guard or D/D Ele.

What really does stand out is Celestial. It was garbage before but the increase + The changes to might stacking has made builds on several classes way stronger than they should be. I would still say that the nerf should come to might stacking FIRST, then see how that affects Cele and decide if a nerf is needed from there.

I know that the differences in statistics are insignificant, but I do not see why should give more stats, I find it much more fair and consistent putting all the amulets at the same level. Then, since it does not change anything, why not do it? at least they are consistent.

As for the Celestian, it is true, is strong because it goes combo with runes of strength … I do not think it’s the fault of the rune, because its effect is not OP… the fault of the amulet op …. Celestian that too many statistics to everything.

sorry for the bad English

Amulets

in Profession Balance

Posted by: DejaVu.9825

DejaVu.9825

Can anyone understand that even amulets are unbalanced and hurt? all that waste time to “think” about how to balance the game, when you do not even know where to start. GW2 E-sports? impossbile … amulets, runes (70% is not even used), traits, game mechanics in general do not allow this game to be E-sports.

Summary …

stability
CC instantaneous (Ex. Power lock the mesmer)
Amulets that give more stats than others …
Skill, utility and elite too strong or too weak ….
Rune … (some unnecessary effects)
AI builds

PS: Someone explain why the most op skill in this game -> Magnetic Wawe (Elementalist) <- is not retrieved by any “expert”? that is, it does it all: cure 3 conditions, reflected projectiles, does damage, it deals cripple and a combo finisher … at only 25 seconds of CD and has no cast time, this skill is louder than some of utility, I said all.

Magnetic wave is on earth focus, which also has obsidian flesh, which is probably more op. Sadly, the rest of focus is pretty lackluster, which is why focus on the whole is not that viable.
The reason being that fire is entirely useless, water is nearly as bad, and air is normal, so once they get your earth stuff popped you don’t really have anything except stalls in air for the next forty seconds.

Obsidian flesh is not OP, because he has 50 seconds CD. Magnetic Wawe is the strongest skill in the game, considering the fact that it only has a 25 second CD and is timeless cast. They should rework all of the Elementalist skill scepter / focus.

Amulets

in Profession Balance

Posted by: Arken.3725

Arken.3725

Normally i’d say go ahead and look at the amulets/sigils/runes but my argument is this. If every profession were able to use all of those effectively then it wouldn’t be nearly as bad. However, since only a few class can actually use them and to a significant degree(engie,ele,warrior) while the other professions presents an issue with the classes themselves, not so much the amulets/runes/sigils.

Amulets

in Profession Balance

Posted by: DeceiverX.8361

DeceiverX.8361

Could be that the DPS sets are given a little boost in overall numbers because of the inherently-high durability of all builds in sPvP relative to the rest of the game. Strictly speaking, there’s less reward in running DPS in most cases, and scaling on a lot of skills is cut paired with other stat capping, etc., to such an extent that they needed to increase the stats given to make the amulets somewhat viable.

Celestial, however, is OP on certain builds just because might stacking is too easy to do, so they reap the benefits of full DPS and being quite tanky.

Amulets

in Profession Balance

Posted by: BurrTheKing.8571

BurrTheKing.8571

Normally i’d say go ahead and look at the amulets/sigils/runes but my argument is this. If every profession were able to use all of those effectively then it wouldn’t be nearly as bad. However, since only a few class can actually use them and to a significant degree(engie,ele,warrior) while the other professions presents an issue with the classes themselves, not so much the amulets/runes/sigils.

It certainly is a tricky matter, the classes you mentioned are generally the only classes that can use the Cele + Strength to such a degree. However, they aren’t jack-of-all-trades-master-of-none, more like just-kinda-good-at-everything. Taking another ammy might make you a bit more specialized by the amount of sustain you get on celestial in addition to all the dmg you can deal while might stacking and applying condis with straight dmg is generally just better on average.

I still think we should just nerf might stacking first because it’s the +duration that makes things become silly (and the reason I started rolling Shatter Mes to help counter it).

Just an angry old man…

Old Man Burr (War), Bad Hat Ben (Engi), Manly Manny Manson (Guard)

(edited by BurrTheKing.8571)

Amulets

in Profession Balance

Posted by: Arken.3725

Arken.3725

Normally i’d say go ahead and look at the amulets/sigils/runes but my argument is this. If every profession were able to use all of those effectively then it wouldn’t be nearly as bad. However, since only a few class can actually use them and to a significant degree(engie,ele,warrior) while the other professions presents an issue with the classes themselves, not so much the amulets/runes/sigils.

It certainly is a tricky matter, the classes you mentioned are generally the only classes that can use the Cele + Strength to such a degree. However, they aren’t jack-of-all-trades-master-of-none, more like just-kinda-good-at-everything. Taking another ammy might make you a bit more specialized by the amount of sustain you get on celestial in addition to all the dmg you can deal while might stacking and applying condis with straight dmg is generally just better on average.

I still think we should just nerf might stacking first because it’s the +duration that makes things become silly (and the reason I started rolling Shatter Mes to help counter it).

Right but again if you’re good at everything, then it’s the profession you’re playing that’s the problem. You’ll never see a thief, mesmer or even a necromancer have the ability to stack might effectively. I’m not saying might-stacking isn’t an issue, it most certainly is.

Amulets

in Profession Balance

Posted by: Relentliss.2170

Relentliss.2170

I still think we should just nerf might stacking first because it’s the +duration that makes things become silly (and the reason I started rolling Shatter Mes to help counter it).

I strongly believe this is the most sensible approach. I am not understanding why when I play a guardian a lot of the might I stack lasts for 5-10 sec (unless I blast) and when I play other classes 20-30. It seems a gigantic difference.

We don’t need to make mandatory gear treadmills, we make all of it optional

Anet lied (where’s the Manifesto now?)

Amulets

in Profession Balance

Posted by: Arken.3725

Arken.3725

It’s the quickest approach I think. You just stated it yourself Relentliss how stacking might differs greatly from a Guardian to the others. Isn’t that a sign that it’s the profession?

Amulets

in Profession Balance

Posted by: Sagat.3285

Sagat.3285

I still think we should just nerf might stacking first because it’s the +duration that makes things become silly (and the reason I started rolling Shatter Mes to help counter it).

I strongly believe this is the most sensible approach. I am not understanding why when I play a guardian a lot of the might I stack lasts for 5-10 sec (unless I blast) and when I play other classes 20-30. It seems a gigantic difference.

Oh can you guys explain why is it an issue only in pvp ? Be honest with your self….-_-*…

“Revenant is actual proof that devs read the necromancer forum” – Pelopidas.2140
The Dhuumfire thread

Amulets

in Profession Balance

Posted by: DejaVu.9825

DejaVu.9825

I propose to change the Celestian as follows:

+388 Power
+388 Precision
+388 Toughness
+388 Vitality
+388 Ferocity
+388 Healing pawer
+388 Damage Condition

Change the rune of strength …
Changing the length of the might …

You do not need … The fault lies with the Celestian that dovetails nicely with the play of certain professions.

Any other ideas?

Amulets

in Profession Balance

Posted by: BurrTheKing.8571

BurrTheKing.8571

I still think we should just nerf might stacking first because it’s the +duration that makes things become silly (and the reason I started rolling Shatter Mes to help counter it).

I strongly believe this is the most sensible approach. I am not understanding why when I play a guardian a lot of the might I stack lasts for 5-10 sec (unless I blast) and when I play other classes 20-30. It seems a gigantic difference.

Oh can you guys explain why is it an issue only in pvp ? Be honest with your self….-_-*…

It’s a problem everywhere, but in PvP it stands out more. Before, you could only stack might for a short while so it was only a temporary attack boost. If you have a tanky ammy on, even if you stacked might your overall DPS was still much lower than a pure zerk. Now, you can deal consistently decent dmg and make up for the loss of dmg with might that stays around for a long time.

I actually swapped to Shatter Mesmer because it’s one of the few ways to keep D/D Eles from being monstrous due to the boon stripping. I think many agree that it’s just not OK to be both tough and hit hard. The more tanky you get, the lower your damage output should be, at least from a power damage standpoint.

Cele also makes things more complicated. Some skills have decent condi and power scaling so that both playstyles are viable. The problem is, cele makes it possible to be good at both. However, we should leave it be until we see what nerfing might stacking does.

Just an angry old man…

Old Man Burr (War), Bad Hat Ben (Engi), Manly Manny Manson (Guard)

Amulets

in Profession Balance

Posted by: Sagat.3285

Sagat.3285

You do know many specs can deal with cele right? Most of them are not “conquest meta”. Before your so call might nerf happen new modes need to happen so the counters are seen more often. In wvw celestial is basic it gets it’s strength from conquest like turrets.

“Revenant is actual proof that devs read the necromancer forum” – Pelopidas.2140
The Dhuumfire thread

Amulets

in Profession Balance

Posted by: Tyreal.5230

Tyreal.5230

I’d rather have the ability to choose each individual armor piece and trinket that exists in WvW/PvE versus any change of the current amulet system in sPvP.

Guild: guildless
Elementalist: Sheva Alamarr
Guardian: Stella Alamarr