Classes are not imbalanced, asura is
Yes it does bother me when it is asuran warriors because evis, bullscharge, rush, shield bash are hard to tell. That’s really the only class it bothers me on ele is a little off looking for fire grab but not to much of a problem.
Sinnastor{Warrior}Sinnacle{Mesmer}Sintacs
{Thief}
Yeah this actually bothers me a lot.
I’ve only ever seen two people claim this isn’t an issue in the myriad threads exactly like this one in the various subforums. Asura tend to vastly reduce body telegraphing across the board, which is an obvious problem seeing how this is a major part of balance that is being affected.
Various threads have been made on this issue. The last one, which pointed out asura spells and moves connect when they don’t appear to got a reply from a Dev, stating he’d relay the issue to the team. That means all we can do now is wait. :p
I think one issue is that Asuras really ought to have animations the same size as the other races. As in, quite agile, lots of extra fluff, lots of large and wide movement.
For example, look at the stomps:
Other races jump upwards and slam down. To match this in easy of visibilities, we Asura jump really high, do a twirl in the air, and then slam down. Despite the huge difference in size, the animations are quite similar in size.
And this needs to be done for more thinks.
Asuran animations should be more flashy, more agile and with more momentum, making it very easy to see them. Compared to the race size.
Though, one extra question to those commenting on it:
Sylvari and Humans can be nearly as short as Asurans, while being significantly slimmer. Why are they not a problem?
Though, one extra question to those commenting on it:
Sylvari and Humans can be nearly as short as Asurans, while being significantly slimmer. Why are they not a problem?
Because of morphology. While Sylvaris and humans have small head, long and skinny arms and legs, asuras head is tremendously big, and their arms and legs are nearly to non existent.
And that means even if you make smallest sylvari/human or tallest asura, what only happens is a small downscale or upscale of dimensions of your character, but not relations between arms, legs and the rest of the body. Even the tallest Asura will still have really short arms and legs compared to his body and even a more enourmous head.
i7 5775c @ 4.1GHz – 12GB RAM @ 2400MHz – RX 480 @ 1390/2140MHz
(edited by Ansau.7326)
Anet should simply give us an option to disable races in wvw/pvp so that all other players look like humans…
They will never do anything about this. They -especially- will never redo all of the asuran animations to fix this.
How exactly are classes not imbalanced? I mean, what are classes even? Didn’t know we had school in gw2.
Game over, yo.
How exactly are classes not imbalanced? I mean, what are classes even? Didn’t know we had school in gw2.
Love when someone messes up while thinking he has a point…
i7 5775c @ 4.1GHz – 12GB RAM @ 2400MHz – RX 480 @ 1390/2140MHz
How exactly are classes not imbalanced? I mean, what are classes even? Didn’t know we had school in gw2.
Love when someone messes up while thinking he has a point…
Love when someone messes up while thinking he has a point…
Game over, yo.
You don’t see class = profession…???
Sorry, but you wanted to be funny and it has ended to be a fail, now please back to the topic.
i7 5775c @ 4.1GHz – 12GB RAM @ 2400MHz – RX 480 @ 1390/2140MHz
(edited by Ansau.7326)
I kind of wish GW2 did what most MMOs do and change the stats from race to race. I know they didn’t want to create balance issues but in the end without the races having different stats they ended up causing a balancing issues with Asura.
In this game you can have all the advantages of being a midget without any of the side effects seen in most MMOs. In Dark Age of Camelot if you wanted to play as a tiny Lurikeen or Kobold you would have less health than someone playing a hulking Troll or Firbolg and it made sense.
thats why you normally have cast bars
Full melee Ranger since August 2012
My problem is that asuras are so cure so i don’t wanna kill them.
Seafarer’s Rest EotM grinch
Asura is not the problem…Soon quaggan will rise and take over.
Guild Wars 2: Rise of Quaggan
BEWARE
https://www.youtube.com/channel/UCK3wy8xit2wonN7LouDJQ3w
http://www.twitch.tv/havocgw2
If Anet wasn’t so stubborn about not putting castbars into the game, then we wouldn’t have that problem.
You don’t see class = profession…???
Heh, he’s just roleplaying an asura.
I agree – this has to be fixed. Asura characters get a really big advantage out of this unfortunately.
There should be option to force all asura as generic humanoid models.
JQ
That’s why the best MMOs only have humans, or cat-humans, or dog-humans, or rock-humans, or robot-humans, or cow-humans, or pointy-eared humans, all of which are close in proportions. Completely eliminates problems like this.
The only exception is WoW’s gnomes because they are so puntable, and they have afros.
Op I agree at the very lest asura need to be there max size in spvp(should prob be taken further).
Highest ranked reached 28 soloq
Isle of Janthir
They should simply wield weapons of the same size as norn do. That would both fix the problem and would look funny.
For every 1000 skyhamer threads there are 500 asuran ones.
Meantime, Anet is having casual fun.
To be fair (slightly offtopic) I don’t really get the Skyhammer-hate. I rather see the problem in the other maps not having their unique mechanic be so important.
What I mean is, Skyhammer heavily favours forced movement and defences against it. But if each map – of a random rotation – had such mechanics, and you couldn’t change while inside the matches, you couldn’t rely on which set of skills you need. It becomes a game of risk-management. Plus more variety.
And if 1 arena focuses entirely on player combat (we already have that) and one other on point-capture-only, then that’d keep the old modes around, and again force even more management because you don’t always need those special effects, either.
I know that’s a highly unpopular opinion, because many want just the naked player-to-player combat. But I feel that gets stale way too fast and too early. The special map conditions help to make the fight sub-optimal for everyone (if each map had such effects ,everyone would sometimes be fighting uphill), which creates less static combat.
A long, long time ago there was a post in the sPvP forums about scaling up the size of asuras in sPvP that I think got a dev response that they’d look into seeing if it was possible. I don’t know if they determined whether it was possible, but it should be looked into again.
It’s theoretically the best and easiest to implement solution, and could be added game-wide via a “Scale Characters to Minimum Size” toggle in options so that it would affect WvW (since that is PvP too) and PvE (for players who need to see their allies) too. Theoretically, it’s as simple as (pseudocode):
if(scaleCharactersToggle == true && character.race == Asura){
character.scale = Math.Max(character.scale, MINIMUM_SCALE);
}
and is all client-side, not affecting server-load or affecting the position, rotation, skill data, etc of the game engine; just rendering scale. The other plus is that Asura characters maintain their appearance (they’re just slightly larger) so players who want others to notice their character’s appearance still can have others notice it. And finally, it’s completely optional, so if players would rather prefer to see small Asuran characters, they’d just leave the toggle off.
I wish there was an option to turn all character models into humans. Client side.
This is a distinct advantage, especially when asuras fight in water, tall grass or anything along those lines.
https://www.youtube.com/user/GW2FearGaming
Hate to break it to you guys, but this game is literally impossible to balance.
If you measure each class by a factor approach and even reduce the number of factors by the restrictions, even a conservative estimate has every class in GW2 possessing hundreds of millions of combinations of traits, runes, sigils, and amulets. The total factor is probably in the billions.
Add that to more than 120 different combinations of classes for random matchups, since classes can be stacked, and matchmaking becomes additionally impossible to organize, since a class can be built in so many different ways.
Anet realizes this, which is why they make changes according to their own standards and whatever feedback they feel won’t alienate the noobs b/c there’s literally no way to put the classes on a board and say, this class matchup and this team matchup should get X change, Y change, without spit balling it.
I personally think the only way to get balance in this game would be to remove traits, amulets, runes, and sigils, in PvP, picking the weapons, utilities, and elite that most represent the class and provide a clear role that works in team play.
At that point the classes would be much easier to balance since there is only one build that players would have to master. The testing done for class matchups would be relatively simple, as opposed to having to research what the players use the most in competitive settings and collect feedback from ppl who don’t know what they’re talking about.
The game would be more competitive and each class would be easily balanced to have advantages and disadvantages, allowing the better players to overcome a matchup disadvantage on their main class by outplaying their opponent without such a high a barrier to that possibility, like a Warrior just switching his build to heavy CC when he sees a Necro and then smearing him all over the floor b/c he hard countered him.
If you took away class stacking, that would reduce the number of combinations of teams considerably, and if you queued up classes based on a designed trinity role that would reduce the factor even more, making matchmaking by class possible. Could be like 3 classes frontline, 3 midline, 2 backline or something. Ele and Guardian as backline, Mesmer, Thief, Necro midline, and Warrior, Ranger, Engi frontline or something.
Sadly, this is never going to happen so good luck playing this game and its everything’s subjective, play how you want, nonsensical balancing act.
(edited by Inscrutable.8347)
This is ahead of class balance in my opinion. This is getting a distinct advantage for clicking 1 button and being a miniature character.
It’s not an unfixable problem, and if ToL showed anet anything, it’s a real problem. Like ~60% of the ToL fighters were asuran.
https://www.youtube.com/user/GW2FearGaming
Yes, and I feel the fix is a chance to make Asuras no longer have the really low-quality animations they usually have. Make them flamboyant! Everything should be large and full of motion, compare the finisher animation.
This way, animations would be as easy to read as on other races.
Might be a little unfair as everybody wants pretty animations, but carighan I’d take anything at this point. Competitive pvp for cash has banned asuras even.
https://www.youtube.com/user/GW2FearGaming