Please reconsider base-health values

Please reconsider base-health values

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Posted by: Dee Jay.2460

Dee Jay.2460

I want to start a debate about the huge gap in base health between various classes and why I consider them to be hurtful for the game as a whole.

First, let’s check the base health values for various classes:

  • Low (Thief, Guardian, Elementalist) – 10.805 HP
  • Medium (Ranger, Engineer, Mesmer) – 15.082 HP
  • High (Warrior, Necromancer) – 18.372 HP

That’s a 4277 HP difference between low and medium health classes and a whooping 7567 HP difference between low and high health classes. It means that high health classes have 70% more HP than low health classes.

Now why is this a problem?

First and foremost, because of PvE. A boss, by logic, needs to deal a fixed amount of damage with his attacks. Assuming you want to make this encounter equally threatening to each class, how hard should such an attack hit?

If this mob hits for 10.000, this will scare the Warrior (especially after mitigation is taken into account), but hardly kill him. The glass cannon Thief on the other hand may vary well be instant-gibbed.

On the other hand if you buff the attack to 15.000 damage so that it’s threatening to the glass-cannon Warrior, then it means the attack will practically instant-kill all other classes.

Point being, there is no middle ground for the encounter designer. Base survivability between classes is so different that it’s nigh impossible to balance an encounter in a way that feels equally threatening and challenging to all involved.

This vast gab in base-survivability has also lead to a certain amount of pigeonholing. Thieves for example, the most notorious glass-cannons in this game, partially play that way because no other way feels viable. Even a full Soldier Thief won’t be as durable as a Berserker Warrior when it comes to taking hits.

But this extreme also works in other directions, as seen in Bunker builds. The low base-HP on both Bunkers and Elementalists mean that their heals heal for a very large % of their total health-pool, making it harder to burn them down.

Imagine a world where there’d be less extremes and both Bunkers and Elementalists had 20% more base-HP in return for a nerf to their overall healing output. It would make fights against them in PvP more consistent and their HP less “bouncy”. In general it would feel better for all involved. The Bunkers would be less susceptible to burst but might end up slightly less tanky over a longer fight. I for one would consider this a good change.

I also think it would help classes feel less pigeonholed into certain play-styles and thus encourage build diversity.

It would also help encounter designers find a more agreeable sweet-spot between instant-gibs and barely threatening.

Hence I propose that all low HP classes have their base-HP at level 80 bumped up by roughly 2000 HP in return for slight nerfs to their burst (Thieves), Protection up-time (Guardians) and self-healing (Elementalists).

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Posted by: ArmageddonAsh.6430

ArmageddonAsh.6430

On the most part it is balanced – several classes though need to be adjusted, either up or down.

Ele while they used to be insane have been nerfed so much and what have they gotten for that? They should have had there health and toughness increased a tad.

Warrior needs to be reduced in my opinion – they can have SO much. Mobility, Regen, Damage, Immunity…

Mesmer could be reduced a tad as well with all the stealth, illusions, clones and everything they have.

The rest i think are decently balanced for what they offer. Thief, Ranger, Necromancer, Guardian, Engineer are all balanced considering what else they offer.

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Posted by: Bombsaway.7198

Bombsaway.7198

Ranger should switch with warrior. That would be a good start.

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Posted by: style.6173

style.6173

Increase the lowest 3 by 2k, decrease the highest 2 by 2k and it would be fine.

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Posted by: ArmageddonAsh.6430

ArmageddonAsh.6430

Increase the lowest 3 by 2k, decrease the highest 2 by 2k and it would be fine.

The problem with that is – Thief have low damage but insane burst potential as well as stealth. Now the way Ele were they deserved the low health but after having so many nerfs i feel they are the only “low” health class that needs it to be buffed to counter all the nerfs they have received

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Posted by: TriggerSad.2597

TriggerSad.2597

Ranger should switch with warrior. That would be a good start.

I actually wouldn’t have any problem with this tbh.

IGN: Despada
Guild: I Can Outtweet A Centaur [TWIT]
Twitter: https://twitter.com/TriggerSad

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Posted by: Swagger.1459

Swagger.1459

On the most part it is balanced – several classes though need to be adjusted, either up or down.

speaking more from a pvp view, but pve has some issues as well…

hp to damage output by certain burst attacks is not balanced at all. 1-2-3 shot mechanics (on top of condition wars and a bunch of other junk) done by a single profession is a sign of extremely poor development, care, and financial investment. experience and game design 101 has taught us that it should not exist, but for some reason, anet has ignored many things for over a year and gotten a free pass for certain game decisions and designs like these. i suspect, come april, a huge chunk of pvpers will jump ship if anet doesn’t drastically improve professions and combat.

New Main- 80 Thief – P/P- Vault Spam Pro

221 hours over 1,581 days of bank space/hot pve/lion’s arch afk and some wvw.

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Posted by: Loubbo.9852

Loubbo.9852

I would also propose a reduction to Necromancer with its gradual buffs and streamlining of the mechanics over the last year a heavily “zerked” Necro still has over 21k hp on top of death shroud and high cc.

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Posted by: Deimos Tel Arin.7391

Deimos Tel Arin.7391

no. i strongly disagree.
the different health values are good, and working as intended.
if anything, they serve as a difficulty check for the professions.

easy mode – High (Warrior, Necromancer) – 18.372 HP
normal mode – Medium (Ranger, Engineer, Mesmer) – 15.082 HP
hard mode – Low (Thief, Guardian, Elementalist) – 10.805 HP

i firmly believe that the base health values are a core game play mechanic and should not be tampered with, ever.

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Posted by: Loubbo.9852

Loubbo.9852

Huh, and all this time I thought it had to do with armor type and built in defense mechanics/traits… Weird…

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Posted by: Stx.4857

Stx.4857

I completely agree. 10.5k is way too low and it makes balancing hard in PvE.

I suggest the gaps be: 14k, 16k, 18k.

2x 80 Necro, 80 Ranger, 80 Thief

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Posted by: Substance E.4852

Substance E.4852

no. i strongly disagree.
the different health values are good, and working as intended.
if anything, they serve as a difficulty check for the professions.

easy mode – High (Warrior, Necromancer) – 18.372 HP
normal mode – Medium (Ranger, Engineer, Mesmer) – 15.082 HP
hard mode – Low (Thief, Guardian, Elementalist) – 10.805 HP

i firmly believe that the base health values are a core game play mechanic and should not be tampered with, ever.

Guardian is hard mode? lol that’s a good one.

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Posted by: Deimos Tel Arin.7391

Deimos Tel Arin.7391

no. i strongly disagree.
the different health values are good, and working as intended.
if anything, they serve as a difficulty check for the professions.

easy mode – High (Warrior, Necromancer) – 18.372 HP
normal mode – Medium (Ranger, Engineer, Mesmer) – 15.082 HP
hard mode – Low (Thief, Guardian, Elementalist) – 10.805 HP

i firmly believe that the base health values are a core game play mechanic and should not be tampered with, ever.

Guardian is hard mode? lol that’s a good one.

at least it is hard mode for me. i can play my guardian okay-ishly in open world PvE, but for sPvP it is a big no no for me.

please try to understand that not everyone has the same skill level when playing online games.

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Posted by: Substance E.4852

Substance E.4852

no. i strongly disagree.
the different health values are good, and working as intended.
if anything, they serve as a difficulty check for the professions.

easy mode – High (Warrior, Necromancer) – 18.372 HP
normal mode – Medium (Ranger, Engineer, Mesmer) – 15.082 HP
hard mode – Low (Thief, Guardian, Elementalist) – 10.805 HP

i firmly believe that the base health values are a core game play mechanic and should not be tampered with, ever.

Guardian is hard mode? lol that’s a good one.

at least it is hard mode for me. i can play my guardian okay-ishly in open world PvE, but for sPvP it is a big no no for me.

please try to understand that not everyone has the same skill level when playing online games.

Then feel free to not troll the forums presenting opinions on class difficulty as fact that should be balanced around.

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Posted by: Swagger.1459

Swagger.1459

no. i strongly disagree.
the different health values are good, and working as intended.
if anything, they serve as a difficulty check for the professions.

easy mode – High (Warrior, Necromancer) – 18.372 HP
normal mode – Medium (Ranger, Engineer, Mesmer) – 15.082 HP
hard mode – Low (Thief, Guardian, Elementalist) – 10.805 HP

i firmly believe that the base health values are a core game play mechanic and should not be tampered with, ever.

Guardian is hard mode? lol that’s a good one.

at least it is hard mode for me. i can play my guardian okay-ishly in open world PvE, but for sPvP it is a big no no for me.

please try to understand that not everyone has the same skill level when playing online games.

and why is playing your guardian in spvp a no no?

New Main- 80 Thief – P/P- Vault Spam Pro

221 hours over 1,581 days of bank space/hot pve/lion’s arch afk and some wvw.

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Posted by: Deimos Tel Arin.7391

Deimos Tel Arin.7391

Then feel free to not troll the forums presenting opinions on class difficulty as fact that should be balanced around.

would you kindly please not accuse me of trolling the forums? i have every right to express my opinion in these forums. accusing me of trolling the forums is totally uncalled for.

the fact is, not everyone can play guardian properly. at least this is the case for me. therefore, guardian can be classified as one of the professions not so easy to play.

but a lot of people can play warrior easily. hence, warrior is one of the easier professions to play.

and why is playing your guardian in spvp a no no

for starters, i do not know when to use the f1 f2 f3 skills, normally i just spam them together with the 90 seconds recharge time invulnerability skill when i feel like my guardian is going to die. the low base health does not allow many rooms for error. my latency is around 200ms – 300ms so playing warrior or other easier professions is much preferred for myself.

i heard people say, for guardians, you need to time your aegis or something, for those big attacks etc. i can never get that right in sPvP.

also, the concept of lowest health pool is not very appealing for me. same reason why i do not play an elementalist.

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Posted by: Einlanzer.1627

Einlanzer.1627

Yeah, I’ve long felt the gaps were too large, particularly when you consider that all professions are designed to have roughly equivalent damage output. The only balancer for low Health/attrition, then, is having really good utility, and well….

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Posted by: alamore.1974

alamore.1974

no. i strongly disagree.
the different health values are good, and working as intended.
if anything, they serve as a difficulty check for the professions.

easy mode – High (Warrior, Necromancer) – 18.372 HP
normal mode – Medium (Ranger, Engineer, Mesmer) – 15.082 HP
hard mode – Low (Thief, Guardian, Elementalist) – 10.805 HP

i firmly believe that the base health values are a core game play mechanic and should not be tampered with, ever.

Wrong gaurds are easy engis are hard.
Making a gaurd with shty. Gear you can easly out live… well everyone.

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Posted by: Carighan.6758

Carighan.6758

The idea is thematically important ofc. Necromancers having very high health fits well, especially compared to the pure powerhouses fantasy lore displays for elementalism-wielding mages, who in turn are rather frail.

The strength of heart to face oneself has been made manifest. The persona Carighan has appeared.

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Posted by: jihm.2315

jihm.2315

i wouldnt mind seeing some nerf on guardian for base HP tradeoff for start,
there HP difference with warrior is a mockery, guardian is a “soldier” class like warrior its unacceptable to have almost the half HP, i dont want to comment on class power comparsion people have said it a million times on the forums and its pretty obvious by now.
also elementalist/necro seems strange aswell you see necros fighting 2-3 people on the capture points while elementalists gets trained to death and everybody chases them and eats them alive and they still have so much difference to HP.
and thiefs maybe should be able to be something different than trying to fish kills in wvw or troll “noobs” out of groups to chase them.

lets say warrior had the lowest HP in game and still had the most overpowered regeneration signet would you like it? i dont think so.

action combat made mmos better lol

(edited by jihm.2315)

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Posted by: tom.7468

tom.7468

i wouldnt mind seeing some nerf on guardian for base HP tradeoff for start,
there HP difference with warrior is a mockery, guardian is a “soldier” class like warrior its unacceptable to have almost the half HP, i dont want to comment on class power comparsion people have said it a million times on the forums and its pretty obvious by now.

Guardian used to have the same hp as warrior but arenanet figured they was too strong and nerfed it. You can always just make a warrior or necromancer if you want high hp thats one of the pros of playing those. If all was the same and equally good at everything there would be no point of professions.

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Posted by: jihm.2315

jihm.2315

i wouldnt mind seeing some nerf on guardian for base HP tradeoff for start,
there HP difference with warrior is a mockery, guardian is a “soldier” class like warrior its unacceptable to have almost the half HP, i dont want to comment on class power comparsion people have said it a million times on the forums and its pretty obvious by now.

Guardian used to have the same hp as warrior but arenanet figured they was too strong and nerfed it. You can always just make a warrior or necromancer if you want high hp thats one of the pros of playing those. If all was the same and equally good at everything there would be no point of professions.

then now that warriors are too strong they should drop there hp to the ground aswell

action combat made mmos better lol

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Posted by: thefantasticg.3984

thefantasticg.3984

If all was the same and equally good at everything there would be no point of professions.

That’s what all this whining is eventually going to do to the game if Anet listens to them (and they have a history of listening to the whiners).

And to be clear: whiners in this context is those complaining about a “problem” that isn’t a problem with the game as it is with their own abilities to overcome a preceived problem and want Anet to “fix” the “problem” so it is dumbed down to their abilities to overcome it.

RNG is a bell curve. Better hope you’re on the right side.

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Posted by: tom.7468

tom.7468

i wouldnt mind seeing some nerf on guardian for base HP tradeoff for start,
there HP difference with warrior is a mockery, guardian is a “soldier” class like warrior its unacceptable to have almost the half HP, i dont want to comment on class power comparsion people have said it a million times on the forums and its pretty obvious by now.

Guardian used to have the same hp as warrior but arenanet figured they was too strong and nerfed it. You can always just make a warrior or necromancer if you want high hp thats one of the pros of playing those. If all was the same and equally good at everything there would be no point of professions.

then now that warriors are too strong they should drop there hp to the ground aswell

For a year warriors was considered a free kill the only thing making them survive for more than 5 seconds against conditions is the regen.
Then guardian can hold a point against 3 players and survive way longer than warrior.

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Posted by: Mortec.5684

Mortec.5684

the fact is, not everyone can play guardian properly. at least this is the case for me. therefore, guardian can be classified as one of the professions not so easy to play.

but a lot of people can play warrior easily. hence, warrior is one of the easier professions to play.

What?

Following that logic; if Warrior is a hard to play for me – then it is a hard profession?

Do you see how flawed this is?

Apologies for the small derailing.

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Posted by: Muchacho.2390

Muchacho.2390

high base health means nothing in this game. The important defensive things are toughness/armor, block, invulnarable,self healing, dodge and condition removel . You need only a little health to survive a burst that catches you in a bad situation.
The only profession that actually has use for an high health pool are necromencer and only because lf regeneration is % of your health.

(edited by Muchacho.2390)

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Posted by: Paulie.6215

Paulie.6215

If all was the same and equally good at everything there would be no point of professions.

That’s what all this whining is eventually going to do to the game if Anet listens to them (and they have a history of listening to the whiners).

And to be clear: whiners in this context is those complaining about a “problem” that isn’t a problem with the game as it is with their own abilities to overcome a preceived problem and want Anet to “fix” the “problem” so it is dumbed down to their abilities to overcome it.

So you play a warrior or necro? Don’t lie.

Warrior and especially necro are easymode and extremely forgiving to play. Nerfs are needed to bring them in line with ALL other classes.

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Posted by: Avigrus.2871

Avigrus.2871

Just remove the Necromancer from the game already.

80 Necro (5), 80 Guard (4), 80 Mesmer (3)
80 Ranger (3), 80 Warrior (3), 80 Thief (3)
80 Ele (2), 80 Engi (3), 80 Rev (2)

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Posted by: Paulie.6215

Paulie.6215

high base health means nothing in this game. The important defensive things are toughness/armor, block, invulnarable,self healing, dodge and condition removel . You need only a little health to survive a burst that catches you in a bad situation.
The only profession that actually has use for an high health pool are necromencer and only because lf regeneration is % of your health.

Must be a necro here. Only a necro would say a class with 10k base health is “ok” where a necro can hit 40k hp by hitting one key.

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Posted by: ArmageddonAsh.6430

ArmageddonAsh.6430

I would also propose a reduction to Necromancer with its gradual buffs and streamlining of the mechanics over the last year a heavily “zerked” Necro still has over 21k hp on top of death shroud and high cc.

No. Unlike other classes Necromancer has ONE thing for defense – Death Shroud, its skills are easily telegraphed and dodged. When the odds go against them 1 Vs X then it becomes even worse. Unlike classes that heave Stealth, insane burst, immunities, clones, and other things for defense. Necromancer get a crappy mechanic that gets worse the more they are focused and a 6second Protection on a 60second cool down…

Unless Necromancer are given PROPER defensive options the health they have is just fine. The lack movement, escape and are pretty much in a fight to the death, EVERY class can escape a Necromancer should things go south and thats how they were made to be. Even that isnt really the class when you consider Stealth classes and Hammer Warriors.

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Posted by: ArmageddonAsh.6430

ArmageddonAsh.6430

high base health means nothing in this game. The important defensive things are toughness/armor, block, invulnarable,self healing, dodge and condition removel . You need only a little health to survive a burst that catches you in a bad situation.
The only profession that actually has use for an high health pool are necromencer and only because lf regeneration is % of your health.

And the fact that they have no other defense. No blocks, Invuls, Stealth, Immunities, very low dodges due to no access to Vigor, decent Condition Removal but that should be the way seeing as they ARE meant to be the condition class – even if every other class can do conditions just as well or better in most cases.

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Posted by: digiowl.9620

digiowl.9620

The differences would not be so bad, if the game had working aggro management. Yes yes, no tanks. But that has just resulted in the only option being DPS or GTFO.

Supposedly toughness acts as a aggro magnet. But because of the difference in base numbers, it is natural for a elementalist player to pile on toughness for solo survival. But that then turns them into a aggro magnet in group scenarios, something that is kitten backwards to say the least and likely to catch them off guard.

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Posted by: Distaste.4801

Distaste.4801

I think all classes should have the same base health and armor choices. There is no logical reason that I can find that justifies the current base armor/health values. Melee clearly isn’t the reason for heavy armor as all classes have melee. Mobility isn’t the reason either as warrior is highly mobile. The only reason certain classes have certain armor is purely based on aesthetics, the health justification is just a big mystery. Once we get all classes on an even playing field we can actually start getting some balance in the game. At the very least there is ZERO reason that justifies having some classes start with 291(armor) stat points and essentially 757 more stat points(vitality).

If anyone wants to try and make a case for why the current base health/armor values are where they are then by all means. However, beware that I can almost guarantee there will be another class/spec that will call it into question.

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Posted by: ArmageddonAsh.6430

ArmageddonAsh.6430

So you play a warrior or necro? Don’t lie.

Warrior and especially necro are easymode and extremely forgiving to play. Nerfs are needed to bring them in line with ALL other classes.

You clearly dont play Necromancer. It is FAR from easy mode. Saying the class needs to be nerfeed when in fact they are WEAKER than when people thought they were fine is just crazy. They have received plenty of nerfs already thanks they dont need any more.

They have NO access to – Blocks, invul, Immunities, Stealth, Vigor and are the EASIEST class to escape in a fight. They HAVE to have high health as they have NO defense outside a crappy 60second cool down Protection and DeathShroud the one Mechanic that gets WORSE the more it is focused. Lets not forget the insanely limited access to Stability that EVERYONE knows and uses to full affect.

Warriors. Yeah they need to be toned down, but to say Necromancer is to overpowered and “easy mode” that is just simply WRONG. Sure Conditionmancer is rather easy at times – just like ALL condition builds so why should one condition class be punished and the others ignored?

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Posted by: ArmageddonAsh.6430

ArmageddonAsh.6430

I think all classes should have the same base health and armor choices. There is no logical reason that I can find that justifies the current base armor/health values. Melee clearly isn’t the reason for heavy armor as all classes have melee. Mobility isn’t the reason either as warrior is highly mobile. The only reason certain classes have certain armor is purely based on aesthetics, the health justification is just a big mystery. Once we get all classes on an even playing field we can actually start getting some balance in the game. At the very least there is ZERO reason that justifies having some classes start with 291(armor) stat points and essentially 757 more stat points(vitality).

If anyone wants to try and make a case for why the current base health/armor values are where they are then by all means. However, beware that I can almost guarantee there will be another class/spec that will call it into question.

Because it would break the game. I do think that some need to be adjusted but some classes have WAY more defense than others built into the classes – Warriors for example – Immunities, mobility, Passive Regen. Now if a Necromancer was brought down to say Thief level – with the fact they have NO defense, yeah they wouldn’t stand a chance in ANY fight….

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Posted by: thefantasticg.3984

thefantasticg.3984

If all was the same and equally good at everything there would be no point of professions.

That’s what all this whining is eventually going to do to the game if Anet listens to them (and they have a history of listening to the whiners).

And to be clear: whiners in this context is those complaining about a “problem” that isn’t a problem with the game as it is with their own abilities to overcome a preceived problem and want Anet to “fix” the “problem” so it is dumbed down to their abilities to overcome it.

So you play a warrior or necro? Don’t lie.

Warrior and especially necro are easymode and extremely forgiving to play. Nerfs are needed to bring them in line with ALL other classes.

No need to lie in my life, yo. I’ll be honest here just as I am everywhere else in my life.

I play a Guardian (80), Mesmer (80), Thief (80), Ranger (80), Warrior (80), and currently leveling up my Engi and Ele and both are under lvl 50 atm. I have a 200-500 hours on each of my other four 80s so far. I mained a Ranger for the longest time as I have over 1100 hours on it. Then made a Warrior for dungeons/pve. Then Guard and Mes for dungeons/pve. Made a Thief for WvW… but I never WvW… lol… So yeah, my Thief I just use for tagging in PVE and Arah. Ele will be used for tagging and AC. Engi… well, just to say I have one I guess. Ranger made me hate pets and conditions suck in dungeons/pve so I’m not rolling a Necro. Funny though as I find out of all my glass cannons (and all my toons are DPS builds as there is no point to run anything else in PVE) the thief is hardest to keep alive.

RNG is a bell curve. Better hope you’re on the right side.

(edited by thefantasticg.3984)

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Posted by: Paulie.6215

Paulie.6215

…so why should one condition class be punished and the others ignored?

Because the necro as a “condition class” can approach 40k ups with one key press.

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Posted by: Samhayn.2385

Samhayn.2385

Thief low hp but can heal in stealth and nearly perma blind, guardian has good healing good blinds and aegis, Ele could either use more hp or better mitigation skills but changing base health across the board is not a good idea.


It was 2 vs 20 but its ok we got’em both!

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Posted by: Samhayn.2385

Samhayn.2385

…so why should one condition class be punished and the others ignored?

Because the necro as a “condition class” can approach 40k ups with one key press.

40k health and can be perma ccd to death.


It was 2 vs 20 but its ok we got’em both!

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Posted by: ArmageddonAsh.6430

ArmageddonAsh.6430

…so why should one condition class be punished and the others ignored?

Because the necro as a “condition class” can approach 40k ups with one key press.

So you want depite the fact they have already had there conditions nerfed into the ground, you want the class to be nerfed even more for the sake of ONE skill. A skill you will KNOW they have a skill that they will likely try and burst from the start…

You thought about maybe trying to counter that rather than just trying to get the class nerfed so much that no one plays them anymore…

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Posted by: Paulie.6215

Paulie.6215

…so why should one condition class be punished and the others ignored?

Because the necro as a “condition class” can approach 40k ups with one key press.

40k health and can be perma ccd to death.

Spec better? Not sure what else to tell you.

All classes can be “perma ccd to death” necro isn’t special in this regard. 40k hp makes it way easier to survive.

Death shroud should get a 50% reduction in hp or have a 1 min cool down.

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Posted by: ArmageddonAsh.6430

ArmageddonAsh.6430

Thief low hp but can heal in stealth and nearly perma blind, guardian has good healing good blinds and aegis, Ele could either use more hp or better mitigation skills but changing base health across the board is not a good idea.

This. I would prefer they got a tad more health, this way Ele wouldn’t be forced into Vit stats on gear/accessories just to counter the huge difference in health considering they arent going to be easily able to kill someone with burst.

Thief makes mistake/countered = Stealth and recover
Ele makes mistake/countered = Dead.

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Posted by: ArmageddonAsh.6430

ArmageddonAsh.6430

Spec better? Not sure what else to tell you.

All classes can be “perma ccd to death” necro isn’t special in this regard. 40k hp makes it way easier to survive.

Death shroud should get a 50% reduction in hp or have a 1 min cool down.

Play Necromancer before you try saying that it needs work.
“spec better” for what? 30point trait for THREE seconds of stability on a 10 second cool down. Amazing

Lets not forget the 50second cool down1 1/4second stability as well…

Sorry but you are totally clueless about the class. You have no idea about it, so rather than trying to make the class dead. Go play it and then THINK about the what nerfs you would want added to a class that relies on DeathShroud as pretty much its ONLY form of defense…

1minute cool down? Yeah i would take that – if we were given DEFENSIVE options to counter that such aas passive regen, stealth, Invuls and everyhting else every other class gets.

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Posted by: Swagger.1459

Swagger.1459

Then feel free to not troll the forums presenting opinions on class difficulty as fact that should be balanced around.

would you kindly please not accuse me of trolling the forums? i have every right to express my opinion in these forums. accusing me of trolling the forums is totally uncalled for.

the fact is, not everyone can play guardian properly. at least this is the case for me. therefore, guardian can be classified as one of the professions not so easy to play.

but a lot of people can play warrior easily. hence, warrior is one of the easier professions to play.

and why is playing your guardian in spvp a no no

for starters, i do not know when to use the f1 f2 f3 skills, normally i just spam them together with the 90 seconds recharge time invulnerability skill when i feel like my guardian is going to die. the low base health does not allow many rooms for error. my latency is around 200ms – 300ms so playing warrior or other easier professions is much preferred for myself.

i heard people say, for guardians, you need to time your aegis or something, for those big attacks etc. i can never get that right in sPvP.

also, the concept of lowest health pool is not very appealing for me. same reason why i do not play an elementalist.

a game like this should be all about accessibility not alienation, and you have just made a huge case for streamlining profession controls and normalizing hp.

New Main- 80 Thief – P/P- Vault Spam Pro

221 hours over 1,581 days of bank space/hot pve/lion’s arch afk and some wvw.

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Posted by: Distaste.4801

Distaste.4801

I think all classes should have the same base health and armor choices. There is no logical reason that I can find that justifies the current base armor/health values. Melee clearly isn’t the reason for heavy armor as all classes have melee. Mobility isn’t the reason either as warrior is highly mobile. The only reason certain classes have certain armor is purely based on aesthetics, the health justification is just a big mystery. Once we get all classes on an even playing field we can actually start getting some balance in the game. At the very least there is ZERO reason that justifies having some classes start with 291(armor) stat points and essentially 757 more stat points(vitality).

If anyone wants to try and make a case for why the current base health/armor values are where they are then by all means. However, beware that I can almost guarantee there will be another class/spec that will call it into question.

Because it would break the game. I do think that some need to be adjusted but some classes have WAY more defense than others built into the classes – Warriors for example – Immunities, mobility, Passive Regen. Now if a Necromancer was brought down to say Thief level – with the fact they have NO defense, yeah they wouldn’t stand a chance in ANY fight….

You just prove the point. Warriors have tons of defensive capabilities but still get max health/armor where the necro only gets health. Does DS truly warrant the light to heavy armor discrepancy on top of immunities, mobility, regen, and high damage?

Don’t get me wrong if they equalized the base health values and made all armor classes available to each class it would upset current balance. The problem is that current balance isn’t great at all and it’s continually trying to band-aid balance the stat discrepancies inherent from the base values. If we can set the base values as equal then we open up a huge variety of builds for all classes and can truly balance the classes based on survivability, dmg, mobility, etkittenil then classes will be pidgeonholed into going up certain trait lines and getting certain gear just to get enough vitality/toughness to survive against moderate DPS builds. Don’t even get me started on the trait line stat issues either! It’s just plain bad design.

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Posted by: ZudetGambeous.9573

ZudetGambeous.9573

…so why should one condition class be punished and the others ignored?

Because the necro as a “condition class” can approach 40k ups with one key press.

40k health and can be perma ccd to death.

Spec better? Not sure what else to tell you.

All classes can be “perma ccd to death” necro isn’t special in this regard. 40k hp makes it way easier to survive.

Death shroud should get a 50% reduction in hp or have a 1 min cool down.

Well you know… except for the fact that necros have 0 escapes, can only access stability on a 140s CD, have only 1 stun break, have no way to prevent an enemy from leaving, and have no access to block, aegis, vigor, immunity, or evade.

We have 40k HP because literally our only option is to stand in place and face tank it. Plus it takes 30-40 seconds of fighting to even generate the life force required to use the second HP bar. In PvP I have to die 5-6 times before I even have the option of using it, then it is usable for 1 fight then I have to do 5-6 more deaths to fill it back up.

I would suggest you learn how the classes actually work in PvP before bashing them because it makes you look silly

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Posted by: ArmageddonAsh.6430

ArmageddonAsh.6430

You just prove the point. Warriors have tons of defensive capabilities but still get max health/armor where the necro only gets health. Does DS truly warrant the light to heavy armor discrepancy on top of immunities, mobility, regen, and high damage?

Don’t get me wrong if they equalized the base health values and made all armor classes available to each class it would upset current balance. The problem is that current balance isn’t great at all and it’s continually trying to band-aid balance the stat discrepancies inherent from the base values. If we can set the base values as equal then we open up a huge variety of builds for all classes and can truly balance the classes based on survivability, dmg, mobility, etkittenil then classes will be pidgeonholed into going up certain trait lines and getting certain gear just to get enough vitality/toughness to survive against moderate DPS builds. Don’t even get me started on the trait line stat issues either! It’s just plain bad design.

The problem would then become – EVERYONE would use Heavy armor just for the defensive boost alone. Now a way to counter that COULD be ahve some sort of movement speed connected to the armor.

So wearing all light armor would mean that you would be defensively weaker but you would also have a movement speed increase. Base movement nothing that can be stacked or anything and it would only be say 5-10%

Taking HEAVY armor though, you would be tougher thanks to the defense that the armor comes with but that would mean your movement speed would be reduced to counter the fact that you are wearing heavy armor again say 5-10%

This kind of thing as a starting basis could actually work, give players the OPTION to use any of the armor BUT at a cost.

Light = Low defense, high mobility
Medium = Medium defense, No change to mobility
Heavy = High defense, Low mobility

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Posted by: Kyon.9735

Kyon.9735

You just prove the point. Warriors have tons of defensive capabilities but still get max health/armor where the necro only gets health. Does DS truly warrant the light to heavy armor discrepancy on top of immunities, mobility, regen, and high damage?

Don’t get me wrong if they equalized the base health values and made all armor classes available to each class it would upset current balance. The problem is that current balance isn’t great at all and it’s continually trying to band-aid balance the stat discrepancies inherent from the base values. If we can set the base values as equal then we open up a huge variety of builds for all classes and can truly balance the classes based on survivability, dmg, mobility, etkittenil then classes will be pidgeonholed into going up certain trait lines and getting certain gear just to get enough vitality/toughness to survive against moderate DPS builds. Don’t even get me started on the trait line stat issues either! It’s just plain bad design.

Light = Low defense, high mobility
Medium = Medium defense, No change to mobility
Heavy = High defense, Low mobility

Warriors will be crying over this haha.

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Posted by: ArmageddonAsh.6430

ArmageddonAsh.6430

Light = Low defense, high mobility
Medium = Medium defense, No change to mobility
Heavy = High defense, Low mobility

Warriors will be crying over this haha.

Of course it would mean FIXING the Greatsword as well of course, making it work ONLY with a target.

Should they wish to have more mobility, they could go with Medium or light armor, of course that would mean having less armor but mobility should come at a cost.

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Posted by: Kyon.9735

Kyon.9735

Light = Low defense, high mobility
Medium = Medium defense, No change to mobility
Heavy = High defense, Low mobility

Warriors will be crying over this haha.

Of course it would mean FIXING the Greatsword as well of course, making it work ONLY with a target.

Should they wish to have more mobility, they could go with Medium or light armor, of course that would mean having less armor but mobility should come at a cost.

Haha don’t worry that was just a sarcasm post. There are a lot of warriors in denial of how OP their mobility is and they’d cry foul if this change were to happen because right now, they have High Defense and High Mobility and a change like this would only mean a nerf to them. Of course as a person who plays another class, I’d love to try this out.