Feature Build Balance Preview
This also causes the huge zergs mentality, which are all over WvW. This was supposed to be a strategic sort of siege-game originally. But everyone just stacks on top of each other, and spams CC-skills, and often the largest mob wins.
I don’t know where you play WvW, but seemingly you have never experienced a well commandered zerg. When it comes to zerg fights, movement and tactics (proper use of combos, vulnerable casters staying at the back, etc.) is everything. With superior movement, a clearly larger zerg can easily be defeated.
Of course, CCs can be deadly for a zerg, but good movement and tactics involve avoiding enemy CC spikes.
So… When does the first season of the living world end and the balance patch come out? Stop working on PvE so much and please the other part of the community by polishing up your games classes… Even if you did start focusing on class balance, all you gotta do is throw in some nice new animations and make useless skills viable and you please PvPers WvWers and PvErs!.
(edited by Grimreaper.5370)
I remember when the Ritualist was able to cast their spirits faster in GW1 and the Rit became amazing and everyone started playing it and for good reason because it became what it should have been from the start. You had summon spirits and skill splits and it worked. Engie needs a way to summon turrets in PvE and have a trait split so that you can’t do it in PvP.
We need skill splits.
are we ever getting new weapons?
Pls buff warrior rifle auto. Its doesnt belong to the rifle skills itself
Stun-locking runs unchecked, which puts classes with poor escapes at a huge disadvantage. Conditions are being nerfed left and right, while condition removal is arguably way too common.
What class do you play? NONE that i play can out remove the amount of conditions that are EASILY spammed. Sure i can delay them but in the end due to the sheer amount, ease of access and speed they can just spam conditions it will get me in the end.
With the fact that some classes have SO much access through easy means (traits, auto attacks) it is simply impossible to out cleanse conditions applied to you.
In WvW the blob spams cleanse as fast as you spam your conditions, thus making them nearly pointless.
In small scale fights however (spvp / roaming) it’s really effective, especially against classes who struggles against them.
What class do you play? NONE that i play can out remove the amount of conditions that are EASILY spammed. Sure i can delay them but in the end due to the sheer amount, ease of access and speed they can just spam conditions it will get me in the end.
With the fact that some classes have SO much access through easy means (traits, auto attacks) it is simply impossible to out cleanse conditions applied to you.
As the above poster already pointed out, in large groups condition removal is spammed just as fast as conditions themselves, instantly cleansing them, and making them rather pointless.
(https://www.youtube.com/watch?v=D-On3Ya0_4Y)
As the above poster already pointed out, in large groups condition removal is spammed just as fast as conditions themselves, instantly cleansing them, and making them rather pointless.
So, because they are outdone in groups, though this depends on how many condition users are about, what they are using and such as well as if they are organized as well as what the other team is using but never mind that.
So you think because it is weaker in groups and only when they are stacked mind you, that means it is fine for them to be out of control in small group as well as solo? The simple fact is in ALL modes (wvw/PvP) Outside zergs Conditions are simply out of control.
Why Anet hasn’t fixed this only they know. Maybe they see nothing wrong with skill-less condition spamming.
Everyone knows that Conditions need to be toned down A LOT. To start (imo) they should start reducing the number of easy access conditions such as conditions from low cool down skills, auto attacks, traits and such. Conditions should be a means to apply pressure and NOT spam, spam, spam until the person melts because they simply can not remove all the conditions that are applied that stack up way to fast and do way to much damage.
As the above poster already pointed out, in large groups condition removal is spammed just as fast as conditions themselves, instantly cleansing them, and making them rather pointless.
So, because they are outdone in groups, though this depends on how many condition users are about, what they are using and such as well as if they are organized as well as what the other team is using but never mind that.
So you think because it is weaker in groups and only when they are stacked mind you, that means it is fine for them to be out of control in small group as well as solo? The simple fact is in ALL modes (wvw/PvP) Outside zergs Conditions are simply out of control.
Why Anet hasn’t fixed this only they know. Maybe they see nothing wrong with skill-less condition spamming.
Everyone knows that Conditions need to be toned down A LOT. To start (imo) they should start reducing the number of easy access conditions such as conditions from low cool down skills, auto attacks, traits and such. Conditions should be a means to apply pressure and NOT spam, spam, spam until the person melts because they simply can not remove all the conditions that are applied that stack up way to fast and do way to much damage.
So are you saying that people should be able to continuously remove all of the conditions being applied to them?
Salvage 4 Profit + MF Guide – http://tinyurl.com/l8ff6pa
So are you saying that people should be able to continuously remove all of the conditions being applied to them?
No. I am saying that No class or build should be able to rely on conditions only. The condition spamming is FAR to easy. It is simply to hard to counter. You remove the conditions you have on you and then boom you have even more on you.
Conditions should be about pressure, used at the right time to get the upper hand in a fight. Not about spamming them from the start of a fight until the end of the fight until the person dies.
You’re nerfing direct damage once again and still not touching condis.
(edited by Moderator)
sooooo basically , the crit damage change is going to go to wvw making the roamers out there go to the condi meta even more and burst builds will be non existant??? i thought condi’s were a little worse than the dps factor and yes i know they are trying to fix the zerker meta in pve but now all im gonna see is condi cheesers in wvw. i wont even fight engis anymore.
No. I am saying that No class or build should be able to rely on conditions only. The condition spamming is FAR to easy. It is simply to hard to counter.
No, that is only the case in small encounters. In large encounters, conditions are rendered nearly useless due to far too easy condition removal. You have to look at both cases. Not just the side which inconveniences you.
(https://www.youtube.com/watch?v=D-On3Ya0_4Y)
Do the developers really want feedback? If so, then I have a story for them.
Before I played GW2 I used to play Rift. The PvP there was not as good as GW2, but it was decent…at first.
In the beginning the PvP was decent. Then the developers tried to balance the PvP.
And so they buffed warriors and thieves.
And the nerfed warlocks and pyromancers.And so the game persisted. Players clamored about the imbalance that existed, and even offered suggestions on how to improve the balance.
And the developer response was the same: we have to be mindful of scope (though the changes were typically analogous to changing one or two talents). And they did nothing. And warriors and thieves rampaged over the battlegrounds.
That was about 2 years ago.
The other day I swung into the Rift forums and saw the same complaints. Nothing changed.
Today, in GW2, I see warriors are overpowered and still dominating the meta, as exemplified by teams like Cheese Mode winning tournaments with double warrior.
Thieves are the apex roamer class, pushing out Elementalists and Mesmers from the meta.And I see ArenaNet doing nothing to change this.
I believe history will repeat itself.
As long as people keep buying gems don’t expect anything to ever really change.
Do the developers really want feedback? If so, then I have a story for them.
Before I played GW2 I used to play Rift. The PvP there was not as good as GW2, but it was decent…at first.
In the beginning the PvP was decent. Then the developers tried to balance the PvP.
And so they buffed warriors and thieves.
And the nerfed warlocks and pyromancers.And so the game persisted. Players clamored about the imbalance that existed, and even offered suggestions on how to improve the balance.
And the developer response was the same: we have to be mindful of scope (though the changes were typically analogous to changing one or two talents). And they did nothing. And warriors and thieves rampaged over the battlegrounds.
That was about 2 years ago.
The other day I swung into the Rift forums and saw the same complaints. Nothing changed.
Today, in GW2, I see warriors are overpowered and still dominating the meta, as exemplified by teams like Cheese Mode winning tournaments with double warrior.
Thieves are the apex roamer class, pushing out Elementalists and Mesmers from the meta.And I see ArenaNet doing nothing to change this.
I believe history will repeat itself.
As long as people keep buying gems don’t expect anything to ever really change.
Makes one wonder why you still bother if believe nothing is goign to change. Just for the record, the ones complaining like us are generally not the ones that prop up the game.
This is an mmo forum, if someone isn’t whining chances are the game is dead.
Do the developers really want feedback? If so, then I have a story for them.
Before I played GW2 I used to play Rift. The PvP there was not as good as GW2, but it was decent…at first.
In the beginning the PvP was decent. Then the developers tried to balance the PvP.
And so they buffed warriors and thieves.
And the nerfed warlocks and pyromancers.And so the game persisted. Players clamored about the imbalance that existed, and even offered suggestions on how to improve the balance.
And the developer response was the same: we have to be mindful of scope (though the changes were typically analogous to changing one or two talents). And they did nothing. And warriors and thieves rampaged over the battlegrounds.
That was about 2 years ago.
The other day I swung into the Rift forums and saw the same complaints. Nothing changed.
Today, in GW2, I see warriors are overpowered and still dominating the meta, as exemplified by teams like Cheese Mode winning tournaments with double warrior.
Thieves are the apex roamer class, pushing out Elementalists and Mesmers from the meta.And I see ArenaNet doing nothing to change this.
I believe history will repeat itself.
As long as people keep buying gems don’t expect anything to ever really change.
Makes one wonder why you still bother if believe nothing is goign to change. Just for the record, the ones complaining like us are generally not the ones that prop up the game.
Things will change somewhat, but major sweeping changes don’t seem like they will happen or will happen so slowly people will just start to lose interest before they are fully realized. I firmly believe that this games B2P model is it’s biggest saving grace at the moment.
I mean, it’s been almost 2 yeas and we still don’t have a new spvp game mode. WvW got a new map and it’s just more of the “zerg the local” game play we’ve always had.
If Anet had a real competitor that made them afraid to lose customers we’d probably see a lot more innovation and change than we have been with their only real drain being general player bemusement.
(edited by Substance E.4852)
Give examples: I had 2000 toughness but still got hit by X target for roughly Y damage.
I have 2852 armour but still got hit by backstab for 4,965.
Thief is simply broken and needs the mother of all nerfs a complete reworking from concept up.
Give examples: I had 2000 toughness but still got hit by X target for roughly Y damage.
I have 2852 armour but still got hit by backstab for 4,965.
Thief is simply broken and needs the
mother of all nerfsa complete reworking from concept up.
That is nothing, I had 3,100 armor and got hit by a 6K backstab, but that doesn’t mean a thief is broken.
Give examples: I had 2000 toughness but still got hit by X target for roughly Y damage.
I have 2852 armour but still got hit by backstab for 4,965.
Thief is simply broken and needs the
mother of all nerfsa complete reworking from concept up.
Less than 5k isn’t actually very high for 2800 armor. Bunker status really starts at 3100-3200 + (possible) protection. This is as anecdotal as your story, but I average about 5-6k on backstabs, have hit as high as 8.5k and as little as 2k (bunker guard). Based on the possible amounts of bunkering that can occur in this game, backstab really doesn’t need a nerf.
Also, that was likely only a third of your health leaving more than enough time for counterplay. If it was more than 1/3, even though you have mid-highish armor, less than 15k health is pretty glassy.
Warrior:
Our changes for warrior focus on providing telegraphs to stronger skills and to reduce the passive benefit gained from Healing Signet.
•Healing Signet: Reduced the passive heal by 8%. •We’re looking for ways to incentivize using Healing Signet’s active without increasing overall sustain. We’d love to hear your thoughts on this.I agree. As a Warrior, there is no reason to activate HS because the healing over time is better then the burst heal, and waiting for a cool down.
How about a complete restructure of the HS?
1. Remove passive healing and replace with VIT increase (like Signet of Fury and Signet of Might)
2. Activating signet grants a 15-20 sec regen buff instead of burst healing.This, IMO, will still give people a reson to use the HS and activate it. It will grant a boost in overall health and provide healing as needed, but not so much as to be OP (i.e. passive healing as is, even with 8% reduction, is more then enough to negate any conditions)
That would be too easy as it would be like Troll Unguent. I would gladly take troll unguent + something that cleanses poison over HS if that would remove the "overpoweredness" of this skill.
so you’re thinking Regen + condition removal? not bad, but warrior has a bunch of condition removal already, both passive and through signets, stances ect. Perhaps something like Regen + Vigor or Protection. I’d lean more toward protection as thats one boon warrior lack. (except for Quick Breathing with a warhorn when removing Vulnerability).
Second Wind - Warrior regenerates 900 health (0.10 modifier) over 10 seconds and gains vigor for 10 seconds. 25 sec cd.
I’ve always been a firm believer that warriors should not have access to protection being the highest base health and armor class. They have options to negate physical and condition dps. The trick is giving warriors enough to be efficient without being ridiculous and letting the player choose what they want or don’t want. No class should have all the tools at their disposal to make them proficient in offense, defense, and support.
Black Gate – Immortals of the Mist [IoM]
(edited by ArtemisEntreri.4138)
Give examples: I had 2000 toughness but still got hit by X target for roughly Y damage.
I have 2852 armour but still got hit by backstab for 4,965.
Thief is simply broken and needs the
mother of all nerfsa complete reworking from concept up.
This damage seems low. The thief wasn’t full glass or you had protection on and he really should have hit you for way more.
I would love Anet to rebuild the thief and make them less dependent on stealth or at least offer different options than requiring stealth.
Stealth burst DPS and stealth condi-bunker are primarily the only sufficient builds I have seen done in all aspects of the game. Some pistol whip builds are good but the thief doesn’t have enough defense outside of stealth to make it viable at sustain melee damage without losing out on a lot of potency.
Black Gate – Immortals of the Mist [IoM]
hey artemis where is Dritz
As for thief backstab… thief wouldnt be thief if they couldnt open up stealth with a huge damage spike or didnt got a 1 hit KO chain up their sleeves.. Its how GW1 assasin opperated its how sneaker in about any game opperate. Cheap shot and heavy damage oppener is thief trademark… lets at least leave them some gimmick they can run can we?
BM: I want to present you my lovely jingle bear mia
If pet had voices: Mommy, I did it! :3
hey artemis where is Drizzt
As for thief backstab... thief wouldnt be thief if they couldnt open up stealth with a huge damage spike or didnt got a 1 hit KO chain up their sleeves.. Its how GW1 assasin opperated its how sneaker in about any game opperate. Cheap shot and heavy damage oppener is thief trademark... lets at least leave them some gimmick they can run can we?
Check Luskan or Icewind Dale...
I see the thief as proficient right now with burst and you have to really drop a lot in to it to play that way. High risk righ reward and it isn’t as easy as some players think. Sure, it’s a cheese build, but we’re squishy and that’s our weakness. If Anet increased the revealed defuff from 4 seconds to say 6 or higher it would completely change how thieves work. I honestly, wouldn’t mind that change as long as there was some changes made to thief sustain so I could still stand toe to toe with condition classes and other melee.
Stealth last 5 seconds and revealed last 10 seconds would be my suggestion but they will need to give us some more defense whether that is through traits or attacks(Blinds, evades, block and mobility). Surprisingly, I don’t see thieves picking up protection anytime soon and kinda wish this effect would be applied to stealth so when we are in stealth, we still take damage but it is reduced. Keep in mind, revealed lasts more than twice as long. One backstab every 10 seconds instead of every 4 sounds reasonable right?
Black Gate – Immortals of the Mist [IoM]
(edited by ArtemisEntreri.4138)
Can we please get more updates on the upcoming feature patch?
We would really love to constructive criticize f.e the upcoming rune and sigil change, but without knowing your current plans, it is impossible to do so.
Primoridal (S1) & Exalted (S2) & Illustrious (S3) Legend
Can we please get more updates on the upcoming feature patch?
We would really love to constructive criticize f.e the upcoming rune and sigil change, but without knowing your current plans, it is impossible to do so.
Totally agree.
No news = no feedbacks…just guessing and speculation
(edited by Dave Pare.2069)
Healing signet:
Passive: heals 200hp/sec
Active: heals 400hp/sec for 15 seconds.
Cooldown: 20 second
4x Necromancer, 3x Mesmer, 4x Guardian, 4x Thief, 4 Revenant
The only thing I ask is that they BE BOLD.
Quickly buff the classes that are falling into disrepair and lack of use.
Quickly nerf classes which were quickly buffed (but over buffed) like the warrior.
Accept a fast boil of ire versus the slow but long boil that comes if you do little.
Focus on the ranger to get it playable again.
Focus on the warrior to get it fair again.
Healing signet:
Passive: heals 200hp/sec
Active: heals 400hp/sec for 15 seconds.Cooldown: 20 second
Great, so the Warrior then traits for reduced signet cooldowns and activates the signet at every opportunity because he has a 2 second window where he isn’t recieving double the health regen of the passive (effectively, he loses 1.5 seconds of the active effect). Bad idea.
so, condi fix, when? give us something before new games start popping up.
And again, next to no nerfs done to warriors. They barely bring down their HS as if that is going to fix how ridiculously OP they are….
Phoenix Ascendant [ASH] | Rank 80
And again, next to no nerfs done to warriors. They barely bring down their HS as if that is going to fix how ridiculously OP they are....
The fact that players still think HS is what causes warriors to be "ridiculously OP" makes me giggle. Warriors lacked sustain and damage mitigation prior to a lot of changes made and when the Devs corrected a few of them they made a monster.
They have great access to condition cleansing almost every 10 seconds, they have good health regen with HS, Adrenal Health, and Mango pie. Easy access to quick boons and their stances are really solid.
Pull this build out of my butt, just fyi.
Just this build has nearly 2900 armor, 3110 attk, 50% crit, 97% crit dmg, 19k health and is a monster regardless of using all ascended.
409/s with HS
137/s with adrenal health(at max)
85/s with mango pie
171/s for 3 seconds from Regen but I don’t recall the icd for Dogged March (if it even has one).
So their sustain and damage mitigation comes directly from being able to stack passive healing instead of access to protection. Defy Pain, Endure Pain, Berserker Stance, and Shield Block. What more would anyone need?
It’s not HS that is the problem it’s the fact that warriors can get all of these great tools and use them wisely and become a feared class in WvW/sPvP. PvE is a whole different matter and I blame poor monster mechanics.
Black Gate – Immortals of the Mist [IoM]
Healing signet:
Passive: heals 200hp/sec
Active: heals 400hp/sec for 15 seconds.Cooldown: 20 second
Great, so the Warrior then traits for reduced signet cooldowns and activates the signet at every opportunity because he has a 2 second window where he isn’t recieving double the health regen of the passive (effectively, he loses 1.5 seconds of the active effect). Bad idea.
The passive, 200hp/sec is worthless.
From beta to buff, Healing signet was always 200hp/sec. No one carried Healing signet except 5 signet leveling warriors, why? Because it sucked, it does not have the sustain to heal them.
People are complaining that healing signet is uninterruptable. Now here is a healing signet version that makes healing signet interruptable.
What do you want? Do you want to delete healing signet and make warriors a free kill?
4x Necromancer, 3x Mesmer, 4x Guardian, 4x Thief, 4 Revenant
Get rid of a warrior’s ability to do all but the most desperate removing of conditions.
Let’s face it that was always supposed to be their weakness. Give it back to them (but not quite as bad as they had it pre-buff).
Healing signet:
Passive: heals 200hp/sec
Active: heals 400hp/sec for 15 seconds.Cooldown: 20 second
Great, so the Warrior then traits for reduced signet cooldowns and activates the signet at every opportunity because he has a 2 second window where he isn’t recieving double the health regen of the passive (effectively, he loses 1.5 seconds of the active effect). Bad idea.
The passive, 200hp/sec is worthless.
From beta to buff, Healing signet was always 200hp/sec. No one carried Healing signet except 5 signet leveling warriors, why? Because it sucked, it does not have the sustain to heal them.
People are complaining that healing signet is uninterruptable. Now here is a healing signet version that makes healing signet interruptable.
What do you want? Do you want to delete healing signet and make warriors a free kill?
No, I want a version where the sustain isn’t higher than other skills that actually take effort to maintain the healing on (mainly Signet of Ether and Blood Fiend, being the two most comparable and both, even post 8% HS nerf, still heal for less) while at the same time having an active that is worth using.
Healing Signet could actually take a 33% nerf in its current passive and it would still be higher healing than Blood Fiend, but unlike the Fiend takes absolutely no effort at all to get that healing. Yeah, the Blood Fiend could probably use a buff, but the point remains the same.
At the same time, it needs an active that is worth using. The passive doesn’t need as much of a nerf if the active were ever going to get used, but as it is right now, that’s not going to happen. The active just doesn’t compare with the passive, so there is really no tradeoff. This is a problem with a number of signets in the game: either the active is really good, so the passive doesn’t matter, or the passive far outstrips the active.
(edited by Drarnor Kunoram.5180)
I propose the following changes to the warrior.
Healing signet: Time cast: 3/4sec /Cooldown: 40sec
Signet passive: Heals 300/sec
Signet active: Heals 6.540, convert one conditions into boons
———————————————————————————————————————————
Berserker stance: Time cast: 0sec /Cooldown: 60sec
Cure all condition. Condition cannot be applied to you.
Duration: 4sec
(Equal to endure pain, is not more logical and rightly so?)
———————————————————————————————————————————
Ps. Some professions do not year free access to all types of builds, eg: Elementalist conditions biuld competitive in spvp ??? Maybe.
Any sort of condition removal on Healing Signet’s active is stepping on the toes of Mending, though.
Warriors dont need more condition removes, they need less. Healing signed could stay at 400HP/s aslong the warrior hit an enemy in the last 2 seconds otherwise no heal. So he has to fight for it and cant just run away and get healed.
Healing signet:
Passive: heals 200hp/sec
Active: heals 400hp/sec for 15 seconds.Cooldown: 20 second
Great, so the Warrior then traits for reduced signet cooldowns and activates the signet at every opportunity because he has a 2 second window where he isn’t recieving double the health regen of the passive (effectively, he loses 1.5 seconds of the active effect). Bad idea.
The passive, 200hp/sec is worthless.
From beta to buff, Healing signet was always 200hp/sec. No one carried Healing signet except 5 signet leveling warriors, why? Because it sucked, it does not have the sustain to heal them.
People are complaining that healing signet is uninterruptable. Now here is a healing signet version that makes healing signet interruptable.
What do you want? Do you want to delete healing signet and make warriors a free kill?
No, I want a version where the sustain isn’t higher than other skills that actually take effort to maintain the healing on (mainly Signet of Ether and Blood Fiend, being the two most comparable and both, even post 8% HS nerf, still heal for less) while at the same time having an active that is worth using.
Healing Signet could actually take a 33% nerf in its current passive and it would still be higher healing than Blood Fiend, but unlike the Fiend takes absolutely no effort at all to get that healing. Yeah, the Blood Fiend could probably use a buff, but the point remains the same.
At the same time, it needs an active that is worth using. The passive doesn’t need as much of a nerf if the active were ever going to get used, but as it is right now, that’s not going to happen. The active just doesn’t compare with the passive, so there is really no tradeoff. This is a problem with a number of signets in the game: either the active is really good, so the passive doesn’t matter, or the passive far outstrips the active.
What you want:
- You want to nerf healing signet passive, on a class with very few spammable active defense and very telegraphable CC, to equal to other classes, with much higher spammable active defense and mostly unnoticable CC.
- You want a active worth using which is basically my healing signet version.
Okay.
4x Necromancer, 3x Mesmer, 4x Guardian, 4x Thief, 4 Revenant
You don’t have an active on your version. You have a passive that requires 1 second to maintain every 16/20 seconds.
And to “very few active defenses”, I just say bull. Blocks aplenty, loads of CC, and three stances that grant some form of immunity. Plus vigor/signet passive endurance regen. You lost all credibility when you said necros had much higher active defense than Warriors.
The passive can be strong if it requires effort to accomplish. Currently, it doesn’t, so it should not be stronger than those “passive” sustain skills that do require effort.
Healing signet:
Passive: heals 200hp/sec
Active: heals 400hp/sec for 15 seconds.Cooldown: 20 second
Great, so the Warrior then traits for reduced signet cooldowns and activates the signet at every opportunity because he has a 2 second window where he isn’t recieving double the health regen of the passive (effectively, he loses 1.5 seconds of the active effect). Bad idea.
The passive, 200hp/sec is worthless.
From beta to buff, Healing signet was always 200hp/sec. No one carried Healing signet except 5 signet leveling warriors, why? Because it sucked, it does not have the sustain to heal them.
People are complaining that healing signet is uninterruptable. Now here is a healing signet version that makes healing signet interruptable.
What do you want? Do you want to delete healing signet and make warriors a free kill?
No, I want a version where the sustain isn’t higher than other skills that actually take effort to maintain the healing on (mainly Signet of Ether and Blood Fiend, being the two most comparable and both, even post 8% HS nerf, still heal for less) while at the same time having an active that is worth using.
Healing Signet could actually take a 33% nerf in its current passive and it would still be higher healing than Blood Fiend, but unlike the Fiend takes absolutely no effort at all to get that healing. Yeah, the Blood Fiend could probably use a buff, but the point remains the same.
At the same time, it needs an active that is worth using. The passive doesn’t need as much of a nerf if the active were ever going to get used, but as it is right now, that’s not going to happen. The active just doesn’t compare with the passive, so there is really no tradeoff. This is a problem with a number of signets in the game: either the active is really good, so the passive doesn’t matter, or the passive far outstrips the active.
What you want:
- You want to nerf healing signet passive, on a class with very few spammable active defense and very telegraphable CC, to equal to other classes, with much higher spammable active defense and mostly unnoticable CC.
- You want a active worth using which is basically my healing signet version.
Their CC isn’t that telegraphed and the CC that is telegraphed can be used very often.
Shield stance is a low cd, endure pain is a low cooldown for what it is, then theres….ya know what kitten it. If you can’t see the ridiculous position warriors are in right now after 6.5 months of nothing but buffs/reworks/improvements your arguments are invalid.
Do the developers really want feedback? If so, then I have a story for them.
Before I played GW2 I used to play Rift. The PvP there was not as good as GW2, but it was decent…at first.
In the beginning the PvP was decent. Then the developers tried to balance the PvP.
And so they buffed warriors and thieves.
And the nerfed warlocks and pyromancers.And so the game persisted. Players clamored about the imbalance that existed, and even offered suggestions on how to improve the balance.
And the developer response was the same: we have to be mindful of scope (though the changes were typically analogous to changing one or two talents). And they did nothing. And warriors and thieves rampaged over the battlegrounds.
That was about 2 years ago.
The other day I swung into the Rift forums and saw the same complaints. Nothing changed.
Today, in GW2, I see warriors are overpowered and still dominating the meta, as exemplified by teams like Cheese Mode winning tournaments with double warrior.
Thieves are the apex roamer class, pushing out Elementalists and Mesmers from the meta.And I see ArenaNet doing nothing to change this.
I believe history will repeat itself.
As long as people keep buying gems don’t expect anything to ever really change.
Makes one wonder why you still bother if believe nothing is goign to change. Just for the record, the ones complaining like us are generally not the ones that prop up the game.
Things will change somewhat, but major sweeping changes don’t seem like they will happen or will happen so slowly people will just start to lose interest before they are fully realized. I firmly believe that this games B2P model is it’s biggest saving grace at the moment.
I mean, it’s been almost 2 yeas and we still don’t have a new spvp game mode. WvW got a new map and it’s just more of the “zerg the local” game play we’ve always had.
If Anet had a real competitor that made them afraid to lose customers we’d probably see a lot more innovation and change than we have been with their only real drain being general player bemusement.
Guild wars 2 is as innovative as it can get when compared to most games in the MMORPG market. It might have issues, but so do other games in the market.
You are right that spvp hasn’t had a new mode in 2 years, that is true, what you forgot to realize is that the amount of people who do spvp isn’t really significant enought to matter. In terms of money, if most spvp players left the game, I doubt it will affect gw2 in any meaningful way. I am not arguing that gw2 doesn’t have issues, I m simply saying everything you said seems to be based in fantasy land.
This is an mmo forum, if someone isn’t whining chances are the game is dead.
Thanks for continuing to display a total lack of interest/understanding/care in Necromancer. Thanks also for punishing the regular Necros in yet another attempt to nerf the 7 people left who still use Dumbfire, rather than just retiring the skill entirely because you STILL refuse to acknowledge that Dumbfire is a failure.
It’s been one and a half years and we are still being screwed over. Please fix Necro. PLEASE.
As there are a significant lack of changes good, bad, or otherwise for the Thief so far in Mr. Karl’s post, I thought I’d put my two cents in for what could be tweaked…
Shadowsteps should make the player appear behind the target. I am unsure if all shadowsteps should do this, but potentially some should. The Thief Class’s mechanic Steal would probably be the best candidate, as thematically, one usually should take advantage of their target’s “blindspots” when stealing to be 100% effective. Mechanically, this would also line up the Thief to utilize position specific damage modifiers. Although, in the current meta there is already enough incentive for Thief builds that utilize those modifiers, if Anet make good on their promise to change the meta, then this may be a neat addition for the class without providing much undue power creep.
Steal really should have the choice to “drop” the stolen item. In a given situation, a Stolen skill can be completely useless or detrimental to a fight. Allowing the Thief the choice to “drop” the item and start Steal’s cooldown in much the same way as using the Stolen skill would prove useful.
We ALWAYS ask for necro mobility. Why not just give Dark Path the same mechanics as infiltrator’s signet or Guardian’s teleports that send you towards location range even if you don’t hit target?
If you can’t see the ridiculous position warriors are in right now after 6.5 months of nothing but buffs/reworks/improvements your arguments are invalid.
You know, you really should update that 6 months quote man. You’ve been saying it since October or thereabouts. Logically speaking it should be 9 months by now.
We ALWAYS ask for necro mobility. Why not just give Dark Path the same mechanics as infiltrator’s signet or Guardian’s teleports that send you towards location range even if you don’t hit target?
Yeah read up on guard teleports a bit more… They only go if you are in range, and they require a target. If I trigger judge’s intervention and I’m out of range it just fizzles pretty worthlessly on me.
Phoenix Ascendant [ASH] | Rank 80
@Thedenofsin
A primary reason this happens is usually that what you perceive as a serious problem is in fact a minor nuisance – at best – for the majority of players. If it also adds that there’d need to be comparatively large changes to ultimately improve the situation, then you very quickly have a situation which you could but won’t change as a developer – your boss would have your head if you waste 2 weeks coding extra skill splits to balance the top end of sPvP which affects 0,2% of players and in total 0,05% of game time (arbitrary numbers to illustrate why the boss is angry).
This is why this happens in most games. It has nothing to do with developer incompetence, and very rarely with developer disagreement. It has all to do with minor issues, even if the affected are very vocal.
Because, while the forums are largely about sPvP imbalance with a sidedish of WvW imbalance, you see ~nothing of that ingame. This alone already hints at sPvP being a very vocal very-minority. Ingame, you hear about issues like missing QoL changes to guilds, issues with the living story, issues with EotM’s overall balance against the WvW maps or issues with the way the market is evolving.
You also hear a lot about expansions.
The forums are just not a really good indicator of what the players want. It only tells you what the really angry players want, but that might as well be the opposite of what your playerbase which is happily playing – and you could argue that those are your actual target playerbase – would want.
That’s not to say that sPvP balance would be bad. But even personally, I’d have dozens of things I’d rather have dev time spent on than something as minor as that. Muuuuch bigger fish in the pond. Personal PoV, ofc.
PvP in Guild Wars and Guild Wars 2 is the main focus of the game. It should be easy to balance classes, traits, skills, runes, sigils, etc.. Within the sPvp instances.
@Thedenofsin
A primary reason this happens is usually that what you perceive as a serious problem is in fact a minor nuisance – at best – for the majority of players. If it also adds that there’d need to be comparatively large changes to ultimately improve the situation, then you very quickly have a situation which you could but won’t change as a developer – your boss would have your head if you waste 2 weeks coding extra skill splits to balance the top end of sPvP which affects 0,2% of players and in total 0,05% of game time (arbitrary numbers to illustrate why the boss is angry).
This is why this happens in most games. It has nothing to do with developer incompetence, and very rarely with developer disagreement. It has all to do with minor issues, even if the affected are very vocal.
Because, while the forums are largely about sPvP imbalance with a sidedish of WvW imbalance, you see ~nothing of that ingame. This alone already hints at sPvP being a very vocal very-minority. Ingame, you hear about issues like missing QoL changes to guilds, issues with the living story, issues with EotM’s overall balance against the WvW maps or issues with the way the market is evolving.
You also hear a lot about expansions.
The forums are just not a really good indicator of what the players want. It only tells you what the really angry players want, but that might as well be the opposite of what your playerbase which is happily playing – and you could argue that those are your actual target playerbase – would want.
That’s not to say that sPvP balance would be bad. But even personally, I’d have dozens of things I’d rather have dev time spent on than something as minor as that. Muuuuch bigger fish in the pond. Personal PoV, ofc.
PvP in Guild Wars and Guild Wars 2 is the main focus of the game. It should be easy to balance classes, traits, skills, runes, sigils, etc.. Within the sPvp instances.
Anet has the capacity to balance each world (PvE, WvW and PvP) individually in GW2 – they added this feature in the latter years of the true GuildWars (I say “true” as there is no GvG, home Guild instances, etc). Why this is not happening? Guesses would be revenue stream is not as strong as expected given the lack of competitors (that is until non-Anet April’s new game release), sPvP is a small but vocal market within all of GW2, developers are losing their luster for their new creation, etc…..Who really knows? PvE is not a small group…many left because the “persistent world” even with “the living world” becomes stale since anything you destroy “respawns” at a fast rate; cost of trying to get armors was/is way out line with GuildWars; new content that attracts only a factions of gamers – perma “fractal” runners; skill tree that is so sparse that there is little diversity (without armor buffs etc – assuming you can afford the armor), so on and so forth. And if you think Anet will drop damage effects you do not know Guildwars history – Agony is here to stay and expect others to get buffed, “can’t have anyone live too long” – (a complaint from GW HA…) Personal PoV.