This Post will just include my opinion on balance changes that can be considered in future patches. I apologize for grammar mistakes as English isn’t my first language. Most of what I will write below is commonly known in the PvP community, as I have been a part of recently (also known as “Paw Paw”) , and are well agreed upon. However, I’ll add my own reasoning to it.
I’ll only discuss the 3 Pillars of the NA meta since I feel these balance issues should be urgently addressed before any other major change: Celestial D/D ele, Terror Necro, and Celestial Engi.
Celestial D/D ele is no joke, its balance issues is just mathematical. The way the class can stack might so readily and easily makes the Stats of the class higher than any other class in game, adding to that the sustain it offers via seemingly infinite protection upkeep and health regen and has a decent condi clear for itself and its allies. One can argue it is because of how Sigil of battle gives 3 might stacks per swap, the amount of blasts the class has, and the runes that makes it an easier job to maintain those stacks.
In my opinion Classes that has boon strips such as mesmer/thief can be the counter play to the might stacking as they will strip/steal the might of the ele, but there are other things to take account for, The protection upkeep, the insane health regen it gets with celestial amulet, its own inert health regen, and still manages to deal substantial amount of burns/damage in Fire atunement. This spec requires serious attention and an immediate nerf in the future patch notes (I would love if there was a small patch update just to nerf this lol)
- My suggestion* is to shave the celestial amulet stats and reduce the amount of might stacking sigil of battle can give per swap while having a little shave on the amount of base health regen the class has.
I will end this section with saying that there is NO situation that a d/d ele does not belong. It can 1v1 and win against most if not all specs, 2v2, 3v3, hold 2v1s for a good amount of time and manage to peel off a fight if needed.
My other class that I will touch on is Terror Necro. Unlike celestial d/d ele, the power of this class does not come from the amulet/sigils. The core of its “power” is from the passive fears that has a very challenging counter play. For a class to have 4 fears in total ( 2 passive fears from nightmare proc and reaper’s protection ) and with the introduction of the new trait Dark path having 8 boon strips every 40seconds and 3 every 15 seconds if traited is just absurd in my opinion.
*My suggestion * is to completley remove nightmare rune active as it has no counter play. Add more tell to the animations of certain necromancer skills (Death shroud 2 has the same animation of a staff auto attack, and Corrupt boon has an extremely hard tell on its active). Finally, slightly nerf the amount Fear damage does…the fact a necro can 100-0 a medium armor class is just too much. Before criticizing me about the animations, these tells are not ment for 1v1s but more for 2v2 or bigger scenarios in which important skills that can potentially turn the whole fight around should be somewhat identified (take earth shaker for an example)
Finally, Celestial Rifle Engi. There has been a lot of complaints about this built. The benefit of the build comes from celestial amulet and the insane amount of CC it offers. I won’t go too deep on the class as its almost balanced. All what needs to be done is have more tell on the rifle knockback, add more of a window on IP as 7 second burn on a 10 second cooldown is just absurd, and possibly increase the cooldown of toolkit block.
A lot of the reason that counter classes to the top 3 are not played in high level play, in NA meta at least, is because they get hard countered by the way current celestial classes play the games (3 point small skirmishes). What is frustrating about the balance changes is it is indeed obvious that these 3 classes have been rampaging in the past 2-3 months without any indication of a nerf. I really hope we don’t have to wait for another 6 months for a good balance change. (Also don’t forget to nerf balthazar runes and mercy runes lols)
(edited by Patchi.9061)