[SPVP] Balance , Competitive GW2

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Posted by: Abimes.9726

Abimes.9726

The balance Right now is , lets say it , bad … they kept scaling up damage , buffing everything to the roof (except some classe like necromancers which got nerfed , and are now unviable in competitive Tpvp.)

I’m going to list the main issues (according to me) the balance right now have :

1) To much damage on everything … making dodges loses their effectiveness in team fights (Sigil of energy tends to be replaced by Air/fire) , and disabling possibilities of counter play , this doesn’t lead to healthy and skill full gaming.

2) Conditions are “Out of meta” at High level Pvp , but on the other hand they are still a pain in low lvl Pvp . The balance led to this with MASSIVE condition removal on nearly every class ( which ,when well played ,makes conditions less useful in high end pvp) , but on the other hand conditions became incredibly spamy , with broken mechanics like fear/imob stacking (+ condition coverage from non-condition builds) ( which is hard to deal with for new players).

3) Builds Tend to get less and less skill cap … this is one of the consequence of the 1) and the trait “balancing” and sigil “balancing” … i can’t explain this fully or it would takes ages but let’s take one exemple : Fire/Air sigils … they proc passively on critical hits (auto , skills, etc …) and do high damage when they proc with no possibility for the player to know when it will trigger and when he will have to dodge it .

4) Toxicity , 3) is leading to this … it’s frustrating for players to lose trades cause of random procs , to high damage burst , condition spam AND it’s not rewarding when you kill some one . It’s truly rotten the community from the inside … look at what is going on in the mist right now ( “go back pve … Sc** Bag” , “Noob Faceroll class” , etc, etc, etc, etc)

What should be donne ?!

It’s hard to say, but i think some Balance test servers for teams would be nice.
Doing a reset and bring the game back to the May 2012 meta and buffing the things that needed a buff ( Necro / war / thief) without over buffing them … and then maybe polish the balance and try to develop traits around new builds.

Ty for your attention , sorry for the mediocre english it’s not my mother language.

Note of the End :
They are shattering the dream of a competitive gw2 of any pvp player.
(And many players already lost their faith in the game.)

(edited by Abimes.9726)

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Posted by: Carighan.6758

Carighan.6758

I agree especially on the first point, and that really isn’t a competitive-only problem. Damage is too high. Everything is too high, really.

There’s:

  • Too high damage on ~everything.
  • Too much scaling on most things coupled with an ease of stacking stats. Effect of armour/runes/sigils compared to base skills and base character stats is way too great.
  • Too much access to too many boons. Again, especially in regards to runes/sigils.
  • Too much access to too many conditions. Again, especially in regards to runes/sigils.
  • Too much focus on extremes. Bunkers are extremely tough, zerkers do extremely high damage.

Proposals:

  • Remove the “extreme” part. Bunkers should still deal a lot of damage if wielding damage-centric weapons, zerkers should still be durable if wielding more defensive weapons.
  • Remove armour-stats across the board by 50% or so. Add the lost stats spread over all stats to the base effect of skills.
  • Split runes/sigils into way less but have them have per-class effects. Prevent filling in lots of non-class effects. If Confusion is supposed to be a Mesmer-effect, then Runes of Perplexity should be Mesmer-only or should only proc Confusion for a Mesmer. Etc, etc. Make them augment existent effects instead of adding out-of-class ones.
  • Flat out remove a lot of power. Remove all procced effects on crits, including sigils. Consider removing Precision as a stat and using crit% for balancing purposes. Add boon duration as a stat on gear, instead, offering more support potential.
  • Shorter conditions, slightly increase their power (relative, everything is getting nerfed so they’d still be weaker), remove most duration-increasing effects, remove virtually all cleansing. There’s way less conditions without the runes / sigil / crit procs, anyhow.

In short, make your own game processable.
Right now it’s a hectic mess. There’s procs everywhere, damage everywhere, conditions everywhere. Runes and Sigils are more important than class effects in many cases. Armour stats are the integral parts of a build.

Too much power. On all sides of the fence.

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

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Posted by: sternenstaub.8763

sternenstaub.8763

Very well said.
I would even go a step further back:

1. Make clear what you want the classes to be. Define class specific builds and congruent abilities. Maybe begin with one to three class defining builds and communicate these.
2. Create the builds and make them all relatively weak.
3. Try them in a group and buff the special parts. Try them in different group setups and iterate! This should happening in PvP.
4. Redesign PvE to allow for any group setup to work.
X. Scrap stats from armor etc. as Berzerker is the only one anyway like in GW1.
X. Bind skills to trait paths. I.E. Making Minion skills more powerfull, the more points you have in Death Magic -> leads to clear builds.
X. Boons and Conditions should be sparse and application should be short and focused to promote skilled play.

(PvP should be the basis of everything design wise. PvE should be added on top of it. This was a masterpiece in GW1 and lead to the most balanced PvE/PvP synergy ever. Of course there are always problems, but look at other games. PvE and PvP classes in one without a single basis never works.)

General:
There is just too many of everything. The status quo of the game is catched in a state where the player/group wins that can dish out the most boons, condition removal etc. I often see enemies with a full boon setup for 5 seconds. Might not sound long and has a cd of 45 sec. But a game where fights can be decided in 5 seconds it is a long time.

I guess the original idea was to make boons and conditions something special. Putting on Stability or vigor etc. once or twice in a 2-3 minute fight to give an edge. Same for conditions. That is also the reason why enemies in PvE have 25 max stacks and conditions like Poison are stacking in time to an amount of multiple minutes, because they were never meant to be spammed, but rather applied with some care while the damage part would be a bonus and hybrid builds would be the maximum of efficiency (I.E. Power/Precision/Condition Gear). Boons have a fixed effect, that makes them good in normal builds, but in builds that are focused on them so much stronger.
See fire field and might buffing. Might was never meant to be buffed to 25 by yourself or in a 5 people dungeon environment for everyone. People discuss how to get the might stacking even if other bad fields overscribe it, while the actual problem is that fire fields are broken. Not inherently, but the arms race made them so much stronger than anything else.

Current classes that are very good were either not part of this hybrid setting and therefore profit from global buffs, but are not that hardly taking by nerfs (see warrior with CC in PvP) or getting incresingly buffed (see guardian and boon application/duration). Due to the arms race the fights get even shorter and short boons on long CD become stronger. Not the boon in itself, but the actual uptime in battle increases. Other classes are nerfed and buffed like a ping pong ball as the basic mechanics are flawed and always lead to synergies that make them too strong, which leads again to some nerfing on other parts, never becoming really a good class but a one trick pony for a while.

Edit:
Nothing of this is ever going to happen and the basic flaws will stay in the game. Anet will not use any money to change the basic system of the game, as long as the cash shop is running high on casuals who are happy with training events and SC dungeon community for whom the arms race was great. The PvP community is half dead anyway and never brought much money
The game was simply released at least 1 year too early and the management at Anet/NCsoft seems to be focused on short term ROI. This is not an insult, just a conclusion of the behavior and state of the game. As long as the paying customers just want light entertainment this will not change and games will getting more and more bad. just look at zynga. The Nerds have already lost, they are just still struggling to make their hobbies again, what they were…

(edited by sternenstaub.8763)

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Posted by: Carighan.6758

Carighan.6758

@sternenstaub:
The whole “what do you want the class to be” is really important, IMO. Each class should have a very unique identity which cannot be disabled via traits / gear / runes / sigils / weapons. In other words, if Mesmers are supposed to rely on clones for defence, then this needs to be the centrepiece of Mesmer design and it should not be possible to play without using clones. Period.

Personally, I’d use these design paradigms. But ofc, not an actual balance proposal for the devs, I’m not a dev (not a GW2 dev, in any case):

  • Warriors rely on momentum to fight. Their ability-theme is “overpower”, their class ability is a burst skill which relies on combat-gained adrenaline and provides the brunt of their spike damage. Their abilities feature very strong effects on short activation times with comparatively long CDs.
  • Guardians are the opposite, they rely on endurance to outstay a fight. Their ability theme is “passive”, their class abilities are permanent buffs on themselves. Their abilities feature weaker but long-lasting effects and a lot of healing added to virtually all abilities.
  • Thieves rely on cunning. Their abilities nearly all include movement, stealth or blinding in some form or another. Their class ability allows them to copy abilities of a target. Their problem is that they lack power, they kill targets by preventing them from doing much more so than by damaging them directly.
  • Engineers are built around the idea of multi-purpose, they’re perhaps the outlier in this. Their ability-theme is “indirect”, their class ability is to have twice as many utility/healing slots. They provide conditions and support via turrets, can constantly swap weapon kits to access more skills (but need to, as each kit should be over-specialized), none of their abilities is good at “just” targeting an enemy.
  • Rangers are built around the pet. Their abilities all are dual-effect and always do something to the pet, their class-ability is to command the pet. These need a lot of reward to the way they command, and they need to be stronger than other classes when the pet attacks properly as the whole point is to have them weaker when it doesn’t, and how to prevent that.
  • Elementalists feature an “explosive” playstyle. They have more abilities than anyone else, they constantly swap to access more abilities, and their ability theme is to be “multipurpose”. Few abilities do only one thing or don’t switch with stance. An Elementalist should have an answer to everything, but rely on always being able to swap to the correct stuff.
  • Necromancers are built around a very similar idea to Guardians, but in reverse. Instead of having so many defensive tools, they can turn their enemies into slush and apply virtually any debuff the game features + a few more. Their class ability should be to “fill up” the conditions via adding more depending on how many are already there. Their ability theme is that no ability comes without a debuff it applies to the target or nearby targets.
  • Mesmers are tricksters, and feature the squishiest of the squishy personal defences. In return they always have clones near them (even without using abilities), and these clones copy the Mesmer extremely well. Their ability-theme is that the clones also use the abilities, only it has no effect, further confusing enemies and providing visual overload. Their class-ability is to shred clones for their only source of both burst damage and active defence.
The strength of heart to face oneself has been made manifest. The persona Carighan has appeared.

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Posted by: Abimes.9726

Abimes.9726

Glad to see some constructive answers.

@sternenstaub :

“The PvP community is half dead anyway and never brought much money”

Well this is only true cause pvp never realy was focused on … High End pvp games bring in a lot of money .

(edited by Abimes.9726)

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Posted by: djooceboxblast.9876

djooceboxblast.9876

I agree with all of it. Good post! +1

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Posted by: Sykper.6583

Sykper.6583

Posts like this need more attention, seriously love it +1.

Suicidal Warrior.
Putting Perspective on Zerg Sizes since 2012. Common Suffixes for 40+ include ~Zilla and ~Train
“Seriously, just dodge.”

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Posted by: Abimes.9726

Abimes.9726

I’m glad you like it , i hope it will get more attention to … even if it’s to give a négative opinion , the important thing is to talk about it .

Cheers Abimes !

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Posted by: CFABFBBDE.7053

CFABFBBDE.7053

Good post, good arguments.

+1, need more of these

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Posted by: Dee Jay.2460

Dee Jay.2460

I agree with you two OPs, well said.

I’ve always felt that GW2’s balance was too extreme.

Glass cannon duels last 6 seconds, while bunkers can’t even put a dent in each other.

Building for conditions means you spread conditions EVERYWHERE, constantly with barely avoidable skills and abilities.

Yet the massive stacking of condition removal counters that, which is equally overpowered.

When fighting near a Guardian you are constantly rolling with various boons. Targeted boon application and removal is impossible because boons are constantly spammed and refreshed. You removed Protection and Regeneration from a Ranger? No gain, because he has them right back again.

And then trend just continues. Fresh-air Eles can practically instant-gib most builds while bunker Guardians never die to less than 2 players. It’s a broken balance.

Imo the class most responsible for this meta though is bunker Guardians. They turn even fairly offensive builds into immortal bunkers while cleansing conditions and just generally adding tons of longevity to their team. Their role has been undisputed and unchallenged for 2 years now and it has to change. Bunker Guardians literally ruin this game.

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Posted by: Blackmoa.3186

Blackmoa.3186

one of the biggest problems in my oppinion is that arenanet does not have any patchign philosophy. They used to say their philosophy was to go slow and steady, which basicly meant no changes at all except bugfixes for a very long time and then suddenly huge changes all at once. If tehy would realy do slow and steady balance patches the game would be in a way better state (atleast aslong as the changes make any sense).
Also there is way to much rng. Just stuff like the Sigils that remove 1 boon or 1 conid, thats just not stuff that should be random, effects like that make much more sense on weapon swap.

German Caster,
never blinking “specialist”,

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Posted by: Abimes.9726

Abimes.9726

Ty for posting your opinion , i’d actually like more regular updates and bug fixes but on some coherent stuff , not just doing something and see how it’s going to be … test servers Would really be good in that situation .

And i Totaly Agree with the random thing , these are totally skill less mechanics with no possible conter play. Making them apply on switch would be good , at least for the boon and condition removal … for Air/fire , etc if it does the same than now not sure it’s a good idea … but it still would be better than now ( burst control , but forced to switch on bow after using them for thief can bring him in trouble in some situations.. a’m i wrong? )

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Posted by: a t s e.9614

a t s e.9614

I like dealing high burst damage. Please QQ on something else or learn to dodge the huge spike tod not get instagibbed.

Burst damage is what makes PvP action based, you can’t just stand still and hope to survive, you gotta run for your life boi.

Also did somebody say fresh-air ele is broken? lol …….

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Posted by: Abimes.9726

Abimes.9726

FAIL :

“Engi Decap 0/0/2/6/6 "

we don’t QQ about high burst we complain about randomness (by definition things you can’t dodges) and overall to much damage (condition , passives procs , ease of might access , burst , etc ) EVEN IF YOU MOVE AROUND.

Ty for your opinion

Cheers abimes !

(edited by Abimes.9726)

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Posted by: a t s e.9614

a t s e.9614

If you were from the “high end” croud you wouldn’t be QQing about damage. Everything is perfectly dodgable .

Also I like my decap engi , dem knockbacks so troll.

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Posted by: sternenstaub.8763

sternenstaub.8763

And i Totaly Agree with the random thing , these are totally skill less mechanics with no possible conter play. Making them apply on switch would be good , at least for the boon and condition removal … for Air/fire , etc if it does the same than now not sure it’s a good idea … but it still would be better than now ( burst control , but forced to switch on bow after using them for thief can bring him in trouble in some situations.. a’m i wrong? )

It would be better if,

All classes would have weapons to switch
And if all classes had the same cd on weapon switch

These sigils would be not usable for Engineer and Elementalist anymore and Warriors could use the bonus more often than others with his fast hand trait. Therefore the IC of 10 sec. is better. The on hit, should maybe be 100% then to make it fair for everyone with the ICD.

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Posted by: Blackmoa.3186

Blackmoa.3186

These sigils would be not usable for Engineer and Elementalist anymore and Warriors could use the bonus more often than others with his fast hand trait. Therefore the IC of 10 sec. is better. The on hit, should maybe be 100% then to make it fair for everyone with the ICD.

1.) attunement swap and kit swap count as weapon swap, so ele and engie coudl sue them
2.) all weapon swap sigils have an icd of 9 seconds

German Caster,
never blinking “specialist”,

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Posted by: Abimes.9726

Abimes.9726

+1 again for blackMoa

@ steren :

Even with the fast hands traits , he would be stuck with the 9 sec CD on the sigils , and yeah foex if you take Air/ boon removal / condo transfer and it activates on swap it have to be 100% on next hit to really control your burst … and on the other hand it can be counter played, cause you see the AIR/debuff/ etc .. buff on the player and you know the next hit will trigger it.

They also could think improving them a bit as it going to trigger less than with on hit 60% chances … but i think sigils and runes shouldn’t determine your whole build , but be a + , and like I said i think it’s time to nerf things they already over buffed to much things.

(edited by Abimes.9726)

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Posted by: Abimes.9726

Abimes.9726

Double post : The only – , even if any good engi ftm plays with kits it’s for non kit engineers , that’s a little issue to what it would improve to the whole game play.

i don’t know if it’s a good idea but they could be lesser effects on some sigils which applies once you CCed some one with higher CD on them … rewarding the CC dodges and allowing some + once you catch some one in your CC. (remember it’s only ok if the classes are rebalanced in first place , adding this now could make balance even worse)

@ Atse :
No you can’t dodge something random … it’s like knowing if you roll a dice when it’s going to fall on 6 … you just can’t you have 1 chance on 6 …

And honestly … I just think ppl consider constructive answers being better than your kind of answer : “Low pvp player STOP QQ” which grants me a favorable opinion on my comments … ty for that.

Cheers Abimes !

(edited by Abimes.9726)

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Posted by: a t s e.9614

a t s e.9614

I wonder what is all this “random” damage you keep talking about ? The highest burst classes are : ele, thief, warrior which have rather obvious animations. I don’t think I ever got one shotted by random stuff.

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Posted by: coglin.1867

coglin.1867

1) To much damage on everything … making dodges loses their effectiveness in team fights (Sigil of energy tends to be replaced by Air/fire) , and disabling possibilities of counter play , this doesn’t lead to healthy and skill full gaming.

I cannot agree with this. How does this disable counter play? The hard hitting skills are still the hard hitting skills. Air/fire sigils essentially give passive damage, which was previously unanimously hated. I mean which is it, do you want passive damage you cannot avoid at all, or players stacking might to boost over all damage? You cannot have your cake and eat it too.

2) Conditions are “Out of meta” at High level Pvp , but on the other hand they are still a pain in low lvl Pvp . The balance led to this with MASSIVE condition removal on nearly every class ( which ,when well played ,makes conditions less useful in high end pvp) , but on the other hand conditions became incredibly spamy , with broken mechanics like fear/imob stacking (+ condition coverage from non-condition builds) ( which is hard to deal with for new players).

Not sure I understand the complaint here. In the above paragraph, you appear to be complaining about folks beefing up thier direct damage by what ever means they can, yet here you complain about conditions. Players will have to do damage one of the two ways. Yet you complain about both in one post.

By the way, define “spamy”? Explain how condition skills are more or less “spamy” then direct damage skills? Are you suggesting that direct damage players do not try to hit you repeatedly to inflict damage, while condition damage users do? It appears as if that is what your implying, and that seems contradictory.

3) Builds Tend to get less and less skill cap … this is one of the consequence of the 1) and the trait “balancing” and sigil “balancing” … i can’t explain this fully or it would takes ages but let’s take one exemple : Fire/Air sigils … they proc passively on critical hits (auto , skills, etc …) and do high damage when they proc with no possibility for the player to know when it will trigger and when he will have to dodge it .

But you just explained previously how those sigils are the minority, in trade for sigils that are more defensive. Am I misunderstanding what you are saying here?

4) Toxicity , 3) is leading to this … it’s frustrating for players to lose trades cause of random procs , to high damage burst , condition spam AND it’s not rewarding when you kill some one . It’s truly rotten the community from the inside … look at what is going on in the mist right now ( “go back pve … Sc** Bag” , “Noob Faceroll class” , etc, etc, etc, etc)

Are you suggesting Anet or the game design is in some way responsible for rude comments and insulting behavior from players? That seems like a very unrealistic and unconnected to the truth of the matter. Are you reporting those players for rude behavior and unnecessary insults towards other players?

What should be donne ?!

It’s hard to say, but i think some Balance test servers for teams would be nice.
Doing a reset and bring the game back to the May 2012 meta and buffing the things that needed a buff ( Necro / war / thief) without over buffing them … and then maybe polish the balance and try to develop traits around new builds.

Well, test server availability might be nice, but your limitation of “for some teams” is a terrible terrible idea. Everyone needs access to the test server or no one should have it.

As far as may 2012, there were tons of threads complaining at the time. Whose version of balance do we listen too? There are many people posting here, and they all want a voice to be herd. The issue is, really, why would they listen to one over another?
[/quote]

A video on what weak PvPer’s and WvWer’s want.
https://www.youtube.com/watch?v=6q3em9s5I4c

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Posted by: Abimes.9726

Abimes.9726

Verry nice post coglin :

Like i told my english ain’t that good and there are misunderstandings .

1) “The hard hitting skills are still the hard hitting skills”

This is normal , and it have to be like that (what would be the point of burst classes if they don’t burst), but what’s not normal is runes / sigils are highly increasing the damage and making a burst doing to big amounts of damage , i agree if some one hit’s you for 70% of your life with a burst and for some reason you couldn’t dodge it , block , etc …your are going to be in trouble but you still got 30% life left to do something against it (getting in a safer rez position , healing with long Cast time heals (thinking of necro) , escaping , or landing your damage, etc..) on the other hand (with might sigils and runes for exemple) if you’r left at 10% Hp you got 20% less counter play time and you can be shut down before getting in good rez spot , or you may not have the time to respond with your burst , etc … it’s not really about how much it hurst, it’s about the “time laps” you get to make a counter move.

But It’s not only about direct damage burst , it about conditions to… but i’ll answer to that part tomorrow.

2) “I mean which is it, do you want passive damage you cannot avoid at all, or players stacking might to boost over all damage?”

NOT AT ALL ! Actualy i wan’t good animations high burst (but reasonable taking of 90% is to much; 70% is way better and force ppl to time their burst to make a kill, these numbers are not realistic they are exemples, not facts.) with less overall damage on “white hits” . When i say : “Sigil of energy tends to be replaced by Air/fire” i also could have said sigil of energy tends to be replaced by sigil of might (they take might or Air/fire instead of energy … and both are passive, while energy is an active sigil).

3) “But you just explained previously how those sigils are the minority, in trade for sigils that are more defensive. Am I misunderstanding what you are saying here?”

Yeah it’s the opposite , ppl leave defensive active sigils to get passive offensive , cause they are more effective and let less defensive moves left to the ones your facing. (This ain’t true in all situations , it’s just a generalization … )

4) “Well, test server availability might be nice, but your limitation of “for some teams” is a terrible terrible idea. Everyone needs access to the test server or no one should have it.”

Your right on that point , it’s a bit to elitist not allowing every one. I was wrong there !

The other replies will comme tomorrow i’m tired right now, but i’m glad you made a constructive reply. (I’ll talk about the condition thing which will take a bit time )

Cheers Abimes !

(edited by Abimes.9726)

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Posted by: Abimes.9726

Abimes.9726

Here i’m After a good night !

4) “Not sure I understand the complaint here. In the above paragraph, you appear to be complaining about folks beefing up thier direct damage by what ever means they can, yet here you complain about conditions. Players will have to do damage one of the two ways. Yet you complain about both in one post.”

They still can do damage , it’s not because it gets reduced a bit it won’t be worth playing it … my complain about condition is more about the way they work , not really about the damage . They get dispelled very fast , and reststacked very fast … conditions to me have to be a pressuring damage output (like poison ,bleed and disease in gw1) , doing fair amount of damage over time ,and not being bursty then getting removed very fast.

4,b) By the way, define “spamy”? Explain how condition skills are more or less “spamy” then direct damage skills?

Direct damage burst have to be timed right or it get canceled , conditions , if you look at it (like i said they do to much damage at low lvl pvp and lose their use in high end pvp) you get tons of Aoe short CD skills reapplying a bunch of defensive and offensive conditions at the same time , there are 12 conditions out there , and it’s not rare to have 6-7 of them at the same time in lower pvp games.

I’m just saying allowing pressure types of conditions do their job and not getting cleansed every 5 sec , and making the more damaging conditions being less accessible so they have to get real timing (still allowing condition burst) , Same for defensive conditions ftm their use is covering the damage type conditions and i think they shouldn’t be use for that purpose but for what they are made for, place defensive moves. ( this isn’t true in 100% of cases , playing necro i know how much soft cc can help us staying alive, but i still have to use them to cover stuff if i don’t wan’t my pressuring getting denied by condi cleanse a few secs latter)

Condition nerf comes along with condition cleanse nerf , and these changes have to be part of a whole rebalance , isolating it and comparing it to something which haven’t been rebalanced may cause some inefficiency , i’m aware of that problem.

5) “Are you suggesting Anet or the game design is in some way responsible for rude comments and insulting behavior from players?”

Not at all , i’m saying the frustration of the randomness of some passive and un dogeable things during a battle is… but players rude behavior is something players have to work on not the devs … sorry if that was suggesting something else, ty for making me notice it.

6) “As far as may 2012, there were tons of threads complaining at the time. Whose version of balance do we listen too? There are many people posting here, and they all want a voice to be herd. The issue is, really, why would they listen to one over another?”

It just was a suggestion, not saying it’s better than someone else suggestions nor what i’m saying is the absolute truth , but if people are constantly talking about global balance it’s probably because since the beginning there is a problem with the game. I’m not expecting every body to go along with what i’m saying neither , there are probably counter parts to what i’m proposing i’m aware of that… i’m just trying to point out some problems and try to give alternative solutions.

Cheers Abimes !

(edited by Abimes.9726)

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Posted by: Aedrion.6483

Aedrion.6483

I disagree with 80% of what is said here.

Making everything do less and homogenise and stagnate playstyles would make the game too restricting for people wanting to do special things with their class. Yes, there are unbalanced skills and stat combo’s but the suggestions in this thread really make me hope Anet never does any of this.

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Posted by: Abimes.9726

Abimes.9726

I disagree with 80% of what is said here.

Making everything do less and homogenise and stagnate playstyles would make the game too restricting for people wanting to do special things with their class. Yes, there are unbalanced skills and stat combo’s but the suggestions in this thread really make me hope Anet never does any of this.

i don’t see how bringing down things that are to powerful now , will restrict ppl playing other things , it’s actually the opposite if you don’t change the top tier things it make no sense to try to play less viable stuff. Just look what’s played most in therms of gear ( Strenght runes / might stacking mechs / zerker stuff ; Condiduration stacking and rabbid stuff ; cleric stuff, if there are exceptions, overall that’s the most common gear you’ll see right now)

Once again don’t get me wrong , nor the ppl who agree with this thread , we don’t wan’t everything nerfed to the floor , just adjustments.

if you could develop your ideas that would help discus about it ,i’m sure you got plenty interesting things to say , and some points i mentioned might not work as well as i think.

(edited by Abimes.9726)

[SPVP] Balance , Competitive GW2

in Profession Balance

Posted by: sternenstaub.8763

sternenstaub.8763

I disagree with 80% of what is said here.

Making everything do less and homogenise and stagnate playstyles would make the game too restricting for people wanting to do special things with their class. Yes, there are unbalanced skills and stat combo’s but the suggestions in this thread really make me hope Anet never does any of this.

Maybe there is a misunderstanding.

What I at least tried to say was that currently builds (for me at least) look as follows:

You have the option to specalize in a certain build frame. For me this is currently the Minion Master. Then I go into the Minion traits, making minions tanky, doing more damage and in my case also life leeching. Putting me into the position of a fortress that is hard to beat if I kite and my minions do damage and heal me. THis is my specific build, but having staff and axe/focus, there is so much small stuff. For example I have regeneration, chill, some bleeds, vulnerability, fear, boon removal, knockback on minion, blind, immobalize and even more thorugh minor traits and sigils/runes. This makes the Minion Master a very solid package all around having lot’s of lot’s of stuff on top of the basic build.

While when i go to specialize in Power damage I have to trait into more damage, might and invulnerability in DS etc. But in the end I have a very strong dd that simply does not have that many different tools like the MM. Making it still a strong specialization, but the all around package is not as big. Taking a brider approach now will lead to a bigger package, but actually makes the core build (dealing raw damage) more than lackluster.

I see this muster in multiple popular builds and don’t want to say thats bad in itself. My opinion is simply, that the all around package of some specializations needs to be tuned down by a bit, so that the allrounder is not stronger than the specialized class. These specialized classes might shine a bit more when supported by somebody else, but my personal feeling says, these very narrow specialised classes either lack stuff or the allrounder with some specialization are simply to spammy. With spammy I simply mean having to much different side effects on weapons/utilities and making them become too strong, not due to the core build idea, but because of the sheer amount of added side effects on some weapons/utility skills that can be used with the build.

This makes those builds feel unskillfull for oneself or others, as they simply spam their skills (of course there is some sense in “spamming” those skills) and simply overwhelming the enemy because on top of these side effects, they still have a strong core build that might stand on it’s own.

Edit: That’s why I suggested to go back on the basic concept of classes and see if the current implementations still fit the descriptions and maybe adjust the description or create a new class philosophy to go from in the future. In my opinion especially the Necromancer and Mesmer lack some coherency when it comes to philosophy and actual in game play.

(edited by sternenstaub.8763)

[SPVP] Balance , Competitive GW2

in Profession Balance

Posted by: coglin.1867

coglin.1867

i don’t see how bringing down things that are to powerful now , will restrict ppl playing other things , it’s actually the opposite if you don’t change the top tier things it make no sense to try to play less viable stuff. Just look what’s played most in therms of gear ( Strenght runes / might stacking mechs / zerker stuff ; Condiduration stacking and rabbid stuff ; cleric stuff, if there are exceptions, overall that’s the most common gear you’ll see right now)

Once again don’t get me wrong , nor the ppl who agree with this thread , we don’t wan’t everything nerfed to the floor , just adjustments.

if you could develop your ideas that would help discus about it ,i’m sure you got plenty interesting things to say , and some points i mentioned might not work as well as i think.

I cannot speak for every one else here, but my problem with your post isn’t that I disagree that changes could benefit the game. I sinply do not agree with t=what you feel needs changed, and how.

A video on what weak PvPer’s and WvWer’s want.
https://www.youtube.com/watch?v=6q3em9s5I4c

[SPVP] Balance , Competitive GW2

in Profession Balance

Posted by: Abimes.9726

Abimes.9726

@Coglin
Could you develop what you think should be changed ? (I don’t blame you to not agree with my feelings … at the end every body have to make its own idea.)

I don’t neither know if the solutions i’m proposing would work , it have to be tested, i just figure how we could improve the game.

(edited by Abimes.9726)