Nerf mobility.

Nerf mobility.

in Profession Balance

Posted by: KarsaiB.9475

KarsaiB.9475

Title says it all. Am talking about pvp/wvw there.

Ride the Lightning is the example of a good, BALANCED movement skill. Nerf dem ports and movement skills abominations. Please.

Examples : Thieves porting across the map in a matter of seconds in pvp. Warriors being faster than usain bolt in wvw. That’s it mostly, but that’s a big chunk right there.

On the other hand, allow for players to build for very high movement speed instead of having this dumb cap at 35% or something.

55 HP Monks // Random scrubadub

Nerf mobility.

in Profession Balance

Posted by: isendel.5049

isendel.5049

How ’bout..no?

RtL change was crap, mobility is an essential part of the playstile of several classes and roles. Not everyone wants to sit on a point playing guardian, you know..

Nerf mobility.

in Profession Balance

Posted by: KarsaiB.9475

KarsaiB.9475

Did you read my entire post ? I don’t feel like you did.
If you build into high mobility, it should come at a price. Let movement speed be a small portion of the total stats. And remove the speed cap, or increase it to like 60% instead of 35 or 33 or whatever it currently is. And read me next time, what I’ll say will make sense to you then.
Idk how much pvp you play and that’s not meant as an insult, I genuinely don’t know you. But if you do play, you have probably seen thieves port around all over the place without any major cost. Swiftness on dodge, funny.

55 HP Monks // Random scrubadub

(edited by KarsaiB.9475)

Nerf mobility.

in Profession Balance

Posted by: isendel.5049

isendel.5049

Well, reading your post again doesn’t make it more right to me..

Thieves pay their mobility, in case you never played one: there are A LOT of weapons sets in which a shortbow doesnt’ fit, think about traits like quick pockets. d/p + s/d is a quite common weaponsset, and has a mobility comparable to the average. Using all your initiative with sb 5 takes you in the middle of the fight without initiative, you’ll have to wait some time before being able to fully engage. As a almost champion shadow thief, i can assure you that i’ll never join a tpvp without my shortbow because mobility is too good in a tpvp match for a theif. You roam where needed and push far when they leave it unguarded. I sacrifice something, but hey it’s ok it’s the role i chose..
If i’m more for staying mid and support my bunker i’ll runn d/p + s/d, very low mobility but some very nice utilities, boon stripping, lots of damage and so on..

Warriors in wvw build for mobility. Why? ‘cause in wvw it’s good. Much better that having a higher damage. Join some tpvp and tell me how many s/* + gs warriors you’ll meet. 0, i can ensure you. Why? Because warriors usually cover a different role in spvp.

Want me to continue? Mesmer portal..it’s very useful if your team can take advantage of it, but the mesmer sacrifices one entire utility slot (and in pvp god knows how many good things a mesmer can take..if you play zerker decoy and blink are almost a must have), if you play shatterer you’ll be probably sacrificing mirror images or null field.

After 1500+ tpvp matches, i ensure you that mobility is a key to victory IF your team can take advantage from it. There are classes that have a higher mobility that others and that’s perfectly fine, pvp is a matter of roles and choices, and be sure that very high mobility always comes at a cost.

Nerf mobility.

in Profession Balance

Posted by: oZii.2864

oZii.2864

No you listed 2 examples of movement skills/classes that you don’t think is balanced and want to re-write the entire rules for movement for the whole game. The forum subsection is falling apart at the seems.

Nerf x buff Y because I give you some half thought out reason.

[Good Fights]Sinndicate{Ele}Sinactic{Engineer}
Sinnastor{Warrior}Sinnacle{Mesmer}Sintacs
{Thief}

Nerf mobility.

in Profession Balance

Posted by: KarsaiB.9475

KarsaiB.9475

Well, reading your post again doesn’t make it more right to me..

Thieves pay their mobility, in case you never played one: there are A LOT of weapons sets in which a shortbow doesnt’ fit, think about traits like quick pockets. d/p + s/d is a quite common weaponsset, and has a mobility comparable to the average. Using all your initiative with sb 5 takes you in the middle of the fight without initiative, you’ll have to wait some time before being able to fully engage. As a almost champion shadow thief, i can assure you that i’ll never join a tpvp without my shortbow because mobility is too good in a tpvp match for a theif. You roam where needed and push far when they leave it unguarded. I sacrifice something, but hey it’s ok it’s the role i chose..
If i’m more for staying mid and support my bunker i’ll runn d/p + s/d, very low mobility but some very nice utilities, boon stripping, lots of damage and so on..

Warriors in wvw build for mobility. Why? ‘cause in wvw it’s good. Much better that having a higher damage. Join some tpvp and tell me how many s/* + gs warriors you’ll meet. 0, i can ensure you. Why? Because warriors usually cover a different role in spvp.

Want me to continue? Mesmer portal..it’s very useful if your team can take advantage of it, but the mesmer sacrifices one entire utility slot (and in pvp god knows how many good things a mesmer can take..if you play zerker decoy and blink are almost a must have), if you play shatterer you’ll be probably sacrificing mirror images or null field.

After 1500+ tpvp matches, i ensure you that mobility is a key to victory IF your team can take advantage from it. There are classes that have a higher mobility that others and that’s perfectly fine, pvp is a matter of roles and choices, and be sure that very high mobility always comes at a cost.

s/d thief average mobility. Oh wait you’re a thief, “almost champion shadow”. s/d mobility is unmatched in tpvp. Unmatched. Infiltrator’s arrow shadowstep infil signet steal is what it takes to gank on a side node coming from mid. And if something’s low when you arrive to the teamfight without initiative, let me teach you. Basi with lyssa infil sig steal spam auto. GG. If not, swap to bow ! Hard isn’kitten

For the record, I didn’t say remove those ports and movement skills. Increase the cooldowns, reduce range, do SOMETHING, make so that you have to use it while thinking about consequences. A good example is ride the lightning. Go in using it and you’re not leaving for the next 40 seconds. I want this kind of thinking coming into play.

Finally, you don’t have to go through teaching me how to build and I how play. Now, I’m not gonna play the who kitten the furthest contest but I’d guarantee you I’d win.

55 HP Monks // Random scrubadub

Nerf mobility.

in Profession Balance

Posted by: oZii.2864

oZii.2864

The RTL nerf was dumb they just needed to reduce the range to 1200 and leave the cd at 20 seconds. RTL is not the norm for a ability that can be used as an escape. RTL is the exception not the rule.

[Good Fights]Sinndicate{Ele}Sinactic{Engineer}
Sinnastor{Warrior}Sinnacle{Mesmer}Sintacs
{Thief}

Nerf mobility.

in Profession Balance

Posted by: Arganthium.5638

Arganthium.5638

Mobility is one of the ultimate expressions of skilled play. Nerfing mobility is a serious nerf to skilled play.

Also, thieves can’t teleport across maps in seconds. Nice try though.

Thief|Mesmer|
Theorycrafter

Nerf mobility.

in Profession Balance

Posted by: Muchacho.2390

Muchacho.2390

I dont think mobility is perse a problem, if the cooldowns are ok.
But i agree that it is frustrating that some professions, when they start to lose, can simple run away, without a chance to stop them. Especially annoying are teleports, which are not effected by slows.

(edited by Muchacho.2390)

Nerf mobility.

in Profession Balance

Posted by: ronpierce.2760

ronpierce.2760

Mobility is one of the ultimate expressions of skilled play. Nerfing mobility is a serious nerf to skilled play.

Also, thieves can’t teleport across maps in seconds. Nice try though.

I disagree. Several classes having obvious out-maneuvering abilities such as teleports and leaps that not ALL classes have (IE Necromancer and to a lesser extent, Guardian) mobility is not skill, its a way to cheese yourself out of a fight or get picked over other classes because others are too slow to be as effective. That isn’t a skill issue. It’s a design issue.

High Warlord Sikari (80 Reaper) / Lord Siekron (80 DH)
Warlord Sikari (80 Scrapper)

Nerf mobility.

in Profession Balance

Posted by: Arganthium.5638

Arganthium.5638

Mobility is one of the ultimate expressions of skilled play. Nerfing mobility is a serious nerf to skilled play.

Also, thieves can’t teleport across maps in seconds. Nice try though.

I disagree. Several classes having obvious out-maneuvering abilities such as teleports and leaps that not ALL classes have (IE Necromancer and to a lesser extent, Guardian) mobility is not skill, its a way to cheese yourself out of a fight or get picked over other classes because others are too slow to be as effective. That isn’t a skill issue. It’s a design issue.

First of all. There seems to be this widespread misconception among the community that “if A class has X, then I should have X too!”. For the sake of diversity, however, this cannot happen. Other classes can share some advantages, or they can base their advantages off of the advantages of other classes (i.e. you have mobility? Well, I can reduce your mobility!), but to imply that all classes should have one thing or another just makes this game extremely bland. Next thing you know, we’ll all be playing warriors (though I’m guessing at least third of us main or play warrior often anyways).

More importantly, though, mobility isn’t just about running off (though that seems to be what inexperienced players use it for most often), it’s also for in-combat strategic advantages. For instance, being able to port up to a ridge at a critical moment can be the difference between life and death. Back when Infi Strike (on thief) wasn’t completely broken, the ability to teleport back to a certain point up to 1200 range away instantaneously allowed for complicated but skillful plays involving your positioning relative to your opponent’s.

Anyways, all classes (except for Necromancer) can get a ton of mobility if they want, certainly enough to put them on par (if not above) most builds. For instance, on my engi, I often run Rocket Boots, EG (mobility via Acid Bomb), Speedy Kits, and Rifle’s Jump Shot for mobility, while using Net Shot and Overcharged Shot for negating my opponent’s mobility, and, to a lesser extent, Elixir F. On my Triple-Meditation Guardian, I can teleport to almost any enemy instantaneously via Flashing Blade + Judge’s Intervention. On my staff ele, I can reduce my opponent’s mobility via skills like Frozen Ground, Gust, Static Field, Unsteady Ground, and Shockwave, while increasing my own via Cantrips and Burning Retreat. On my Mesmer, I use Phase Retreat for tons of tricky Butterfly Leaps as well as Chaos Storm and Temporal Curtain to boost/reduce my opponent’s mobility. Mobility isn’t necessarily a given; often you have to build for it (as in my engi, guard, thief, and, to a lesser extent, mesmer). Even if you get a lot of mobility/mobility reduction naturally, though, it takes an entirely different mindset just to be able to utilize that mobility to its extent (try playing staff ele while focusing on reducing enemy mobility greatly).

Thief|Mesmer|
Theorycrafter

Nerf mobility.

in Profession Balance

Posted by: ronpierce.2760

ronpierce.2760

If all glass can gank a point effectively (hint, warriors and thieves are also the best at this too, go figure) the faster ones are more valuable… Mobility has a HUGE benefit in this game over any of the other “aspects” that different classes bring. Mobility can cap points faster, rotate better, get to the enemy to stop them from stealing or finalizing a cap, flee losing fights (thus not taking the 5 point penalty), do side objectives better with less risk of leaving a point unguarded longer, or can get back faster if they are needed. Mobility isn’t just a “perk” in this game, speed means just about everything…

High Warlord Sikari (80 Reaper) / Lord Siekron (80 DH)
Warlord Sikari (80 Scrapper)