Boon removal needs a buff

Boon removal needs a buff

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Posted by: a t s e.9614

a t s e.9614

Q:

Instead of nerfing might stack, just give every class the ability to remove boons. Not easely or it will just be a skill less spam but huge telegraphed hits should remove a boon . It kind of a punishment . Because let’s say you have protection , you can facetank a couple eviscerates right ? Well it wouldn’t be the case. Big Telegraphed attacks should remove boons to punish the player and deal with the might stacking meta . With a small cool down , the boon removal from each player would have a 5 sec cooldown to not abuse it completely. So 1 boon per 5 second assuming the player doesn’t dodge any of the hits that remove boons.

- Earthshaker, eviscerate
- magnet pull, jump shot
- burning speed, chunning earth
- Enfeebling blood , signet of spite
- cloak and dagger , shadow shot
- maul, swoop
- leap of faith , mighty blow
- phantasmal berserker

You get the point , not all skills obviously but a couple of them would be great. So it will increase the skillcap of cele builds and other builds that heavely rely on boons. You have to “protect” your boons in order to be effective. And it will make boon-less builds better in a group setting. Exemple : bunker banner warrior would be just as strong a bunker guard because the guard could lose his boons while the warrior has naturally high defense from a tanky build. Etc..

What do you guys think ?

Edit: I didn’t know Q/A was enabled ….. This is not a question lol

(edited by a t s e.9614)

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Posted by: GoogleBrandon.5073

GoogleBrandon.5073

I am a bit indifferent…

Yes, boon spamming, mostly might, is over the top – but if people seriously need boon removal badly, why do we not see Sigil of nullification more often?

The thing also is, giving boon removal on hits to certain classes, thus not the classes who do so at this moment, you might decrease the value of said classes… Maybe a turn for the best as well, since you open more diversity to those classes, but it still irks me whether to give away “boon removal” like that…

That said, classes who already have the option to run boon removal should imho never get buffed… Issue I personally see with this is getting classes which rely on boons to survive (Eles and Engineers to an extend) to be completely thrown into the ground when facing “Boon hate” classes…

So yea, I am indifferent… I am not against it per se, but I can see why this would not be a nice thing…

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Posted by: glock.6590

glock.6590

That would be awesome but I doubt it will happen because people who don’t dodge will cry about getting destroyed too quickly. It’s a casual game after all.

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Posted by: Menzies The Heretic.3415

Menzies The Heretic.3415

I am a bit indifferent…

Yes, boon spamming, mostly might, is over the top – but if people seriously need boon removal badly, why do we not see Sigil of nullification more often?

Because it removes one boon, that is easily reapplied.

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Posted by: DeceiverX.8361

DeceiverX.8361

It really is boon stacking being the problem.

I think some finishers need reworks and eles in general also do to increase build diversity and let the class specialize like others rather than be locked into attune-spam boon builds.

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Posted by: Holl.3109

Holl.3109

Boon stacking is the problem, not removal.
I like the idea, but boon removal on a lot more skills seems wrong.
It’s something you choose/trait for, rather than get.

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Posted by: Drarnor Kunoram.5180

Drarnor Kunoram.5180

I am a bit indifferent…

Yes, boon spamming, mostly might, is over the top – but if people seriously need boon removal badly, why do we not see Sigil of nullification more often?

The thing also is, giving boon removal on hits to certain classes, thus not the classes who do so at this moment, you might decrease the value of said classes… Maybe a turn for the best as well, since you open more diversity to those classes, but it still irks me whether to give away “boon removal” like that…

As far as the sigil is concerned, it’s probably becasue running Sigil of Strength instead lets you have an easier time killing those boon-spammers than the Sigil of Nullification does a lot of the time and also still works well when facing boon-light classes like Necros and Mesmers.

For additional boon stipping options, let’s just remind people that the most popular classes right now are those that actually lack boon removal entirely (Ele, Warrior, Ranger, most Guardian builds). Giving them boon removal options will actually push those classes that do have boon removal abilities further out because their boon stripping isn’t as important.

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Posted by: Simon.3794

Simon.3794

Wait, i don’t really get it, are you suggesting to give Earthshaker, eviscerate boon removal?

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Posted by: CntrlAltDefeat.1465

CntrlAltDefeat.1465

It kinda opens a can of worms. If we give everyone boon removal, then necromancer as a profession can rightly ask for ;

Leap finishers, blocks, reflection which 90% of all professions have, or have all access to all 3 within the one build.

Currently a standard power/terror/conditionmancer will have access to boon removal and corruption, yet it lacks everything stated above.

I have discussed this point before about all professions having their own unique access to all boons and counter plays, it is just the manner of how they apply and use them. Essentially this is where gw1 eventually landed in GvG. Both teams usually run were mirrors of each other, it all came down to who set up their spikes better, who’s interrupters were that bit sharper and who made better use of positioning and pressure tactics. Essentially this is where PvP can/should be. We all do much the same things, it is just how we do them and when that determines who wins and who needs to keep practicing for now. Even in the world of hard counters in gw1, a blind bot or anti melee build couldn’t take down their ideal target, they just rendered useless, and if their optimal target wasn’t present (In other words a anti melee heavy team vs a team with only one melee player.) Their team suffered for it. That was the risk reward.

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Posted by: Simon.3794

Simon.3794

As a warrior myself, i can safely tell you that eviscarate and earthshaker dont deserve boon removal.

so is s/d thief and mesmer, who already have a decent amount of boon removal.

If you really want me to say one weapon, warrior GS deserve the boon removal.
also final thurst, it also needs to be unblockable too.

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Posted by: Zenos Osgorma.2936

Zenos Osgorma.2936

As a warrior myself, i can safely tell you that eviscarate and earthshaker dont deserve boon removal.

so is s/d thief and mesmer, who already have a decent amount of boon removal.

If you really want me to say one weapon, warrior GS deserve the boon removal.
also final thurst, it also needs to be unblockable too.

I’d say main hand mace or off-hand mace Deserve it more than on the gs its already a power full Mobile weapon Removing boons would only make it more powerful due to the lack of Aegis(if hit removes and damages) or protect hit remove>burst.

while Mace on the other hand it can be used as a second weapon set for blocks/boon removal when you block a target basicly smashing them so hard the protect ect gets removed, the removal of boons depending on which one is removed can increase the damage delt (removed regen hp sustain lowered, protect gone does more optimal damage, removes Stability enables you to use Bulls charge or shield bash on removal for a nasty combo)

though doing this combo with Mace+sheild is basicly onther option of CC that goes around stability/protect/aegis and the other Mace+sword , blocks/removes and has a stun, that balances its self out having to swap weapons to burst/damage.
in the end it makes mace more Attractive.

i think that would work a little better for balancing the warroir classes weapon sets to include a little bit of boon removal.

other saying that i also don’t think Guardains need the option to remove boons, unless they add a Trait so Spirit weapons Remove Boons when they hit, this way they can use one spirit weapon and make it become useful for damage and kind of control the targets boon Sustain.

though the trait line for this would be in a trait that isn’t boon friendly to the guardain.

i can’t think of a build that would work because spirits are hardly to never used so all i can say is Smite me Almighty smiter(septer somthing) and throw a Spirit hammer in the mix.

(edited by Zenos Osgorma.2936)

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Posted by: dancingmonkey.4902

dancingmonkey.4902

Of all the things that warrior is capable of, I feel they do not need boon removal too. Especially on a weapon. At best, a utility skill dedicated to it. But really, if you give warriors boon removal, they are getting too strong again. As well, you open up opportunity for professions such as thieves, mesmers, and necromancers, a case to demand long duration stability.

(edited by dancingmonkey.4902)

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Posted by: zapv.8051

zapv.8051

Absolutely not, the only thing keeping necros in the current meta is fears, corrupt boon, and path of corruption. Similarly the only reason you take a mesmer over a thief is to because they can remove boons on shatter. It also doesn’t fit eles, rangers, or warriors at all. Even the current boon removal on engis and guards is questionable with respect to class design.

Necros don’t have reflects, invulns, vigor, blocks,
extra dodges, real stability, mobility skills,
burst skills, sustain, or good support. GG ANET.

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Posted by: Necrotize.2974

Necrotize.2974

Not all classes are meant to do everything, each class has something they excel at way more than any other even though many classes share these traits(or at least they should). Fear and boon control are necros just like reflects are mesmers and stealth is thieves. Other classes may have access to these characteristics, but definitely not to the extent of the originating class. If we were to do this we might as well give necros mobility and blocks and give warriors stealth.

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Posted by: Deimos Tel Arin.7391

Deimos Tel Arin.7391

i’ll stand by my original proposal, which is to:

- improve existing specific boon removal options of boon removal professions
- improve generic boon removal options
- improve sustainability of boon removal professions
- improve viability of boon removal professions

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Posted by: Fay.2357

Fay.2357

Boon removal is only a problem because necromancers and mesmers have largely been pushed out of the meta. If boon stacking was truly as much of an issue as you seem to think it is, then you’d see more mesmers and necromancers. The fact that you don’t simply means that the boon stacking just isn’t the insurmountable obstacle that you imply.

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Posted by: Drarnor Kunoram.5180

Drarnor Kunoram.5180

Boon removal is only a problem because necromancers and mesmers have largely been pushed out of the meta. If boon stacking was truly as much of an issue as you seem to think it is, then you’d see more mesmers and necromancers. The fact that you don’t simply means that the boon stacking just isn’t the insurmountable obstacle that you imply.

Or that there is another part of the meta that is so hostile to necros and mesmers that they just can’t justify a spot. Both are possibilities.

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Posted by: Fay.2357

Fay.2357

Boon removal is only a problem because necromancers and mesmers have largely been pushed out of the meta. If boon stacking was truly as much of an issue as you seem to think it is, then you’d see more mesmers and necromancers. The fact that you don’t simply means that the boon stacking just isn’t the insurmountable obstacle that you imply.

Or that there is another part of the meta that is so hostile to necros and mesmers that they just can’t justify a spot. Both are possibilities.

One and the same. If boon stacking was truly that bad…a spot would be made, comps would be built around having that boon removal capability. The fact that that doesn’t happen means the boon stacking is not bad enough to justify that sort of drastic restrategization.

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Posted by: Carighan.6758

Carighan.6758

So what does this do to non-Might buffs? You know, the “other stuff”?
Why fix the symptoms instead of the cause? If Might-stacking is so strong, why not simply change that?

Suggestion:

  • Might now only stacks to 5. Each stack has the effect of 3 current ones.
  • All Might-application removed from all current abilities.
  • Might is now given via Leap-finishers on on Fire for 10s, or Blast for 2s.
  • Each class has one way to apply Might. Always 1 stack duration varies. Skill is always on a utility skill with 30s or more CD or on an elite. Elite has 20s durations or so on the Might stack, Utility has 5-10s.
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(edited by Carighan.6758)

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Posted by: DeceiverX.8361

DeceiverX.8361

So what does this do to non-Might buffs? You know, the “other stuff”?
Why fix the symptoms instead of the cause? If Might-stacking is so strong, why not simply change that?

Suggestion:

  • Might now only stacks to 5. Each stack has the effect of 3 current ones.
  • All Might-application removed from all current abilities.
  • Might is now given via Leap-finishers on on Fire for 10s, or Blast for 2s.
  • Each class has one way to apply Might. Always 1 stack duration varies. Skill is always on a utility skill with 30s or more CD or on an elite. Elite has 20s durations or so on the Might stack, Utility has 5-10s.

Very difficult to make things divisible into that 5 number. Effects that apply one stack just get thrown out the window I guess, or become wildly buffed.

It really is just access. Runes of Strength need to go, sorry. Durations need to be cut on a lot of abilities, and might stacking needs to be removed on a lot of abilities. Stacks should just cap at 20 rather than 25 (effectively what you’re doing but keeping the numbers for stacking as is), or the maximum stacks should be increased to a large number like say, 100, and power per stack of might is reduced to 1/5 of what it is now to allow for effects to generate substantially more might/power than others as probably intended.

That, or we need to possibly consider using might as a form of damage modifier attached to a smaller power bonus, such that it’s useful to buff the damage of non-power builds to deal a little more damage, but does not simply allow for them to compensate for a lack of attack when building defensively by just stacking damage out of thin air.

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Posted by: killahmayne.9518

killahmayne.9518

I don’t think anything drastic needs to be done here. It really isn’t much of a boon issue as it is a might stacking issue from what I gather from most of the complaints.

Some things that you can do are:

Perhaps change the prioritization of boon removal to might first for certain skills
Longer duration of weakness if the boon is corrupted
Slight changes to boon removal options for classes like Mesmers and Necros
Slight change to the Sigil of Nullification
Slight change to Sigil of Battle

That is all that really needs to be done. You don’t want to completely push out a viable option out the window, just have a little bit more risk and counterplay involved.

Might is the main culprit here, and I don’t even think it is a huge problem. I think celestial giving too much stats allowing you to be so well-rounded is.

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