Vote for the Profession Collaborative Development
1.Ranger
2.Engineer
3.all of the above
1. Necromancer
2. Engineer
3. Ranger
1) Ranger – too bad at everything
2) Elementalist – over-nerfed in the past
3) Warrior – too good at everything
…
Ranger | Necromancer | Warrior | Engineer | Thief
1.Ranger
2.Necromancer
3.Elementalist
1. Ranger (PVE and PVP)(Basically everything)
2. Elementalist (PVE)
3. Necromancer (PVE)
1. Elementalist
2. Mesmer
3. Necro
Basically the light armor classes.
1. Ranger
2. Engineer
1. Ranger
2. Engineer
3. Necromancer
1) Ranger
2) Elementalist (too powerful in some instances conjures +AC, useless in others)
3) Necros
1. Necro – condi & power viability, bug fix
2. Ele – survival, synergi
3. Warrior – nerf their counters & dmg output
General: Please Fix known bugs first for proper balancing baseline
1. Necromancer
2. Warraior
3. Mesmer
1) Ranger
2) Necromancer
3) Engineer
http://bad-eu.guildlaunch.com
The Family Deuce. Asuran Adventure Specialists.
1. Ranger
2. Elementalist
3. Necromancer
tbh I feel this CDI is a little premature.
We can’t really vote on professions to revist without those professions performing ‘as advertised’
Bugs(cough . Iwarden), traits not working as they should and game mechanics(pet AI) all cloud and distort our view of the professions. For example, I wonder how many of the ranger votes are down to poor pet AI?, How many of the Mesmer votes are down to many skills (cough Iwarden) just not working?
It’s kinda like saying which car needs to be made to go faster when in each case the car only has three wheels..
Fix the bugs. then such a CDI will be more meaningful IMHO as we’ll have a solid, glitch/bug free foundation to base our views on..
1. Ranger
2. Engineer
3. mesmer
1.ranger fix it plz
2.warrior nerf it plz
3.necromancer make the corruption useful in pve plz
1. Ranger
2. Engineer
3. Necromancer
1 Mesmer
2 Ranger
3 Elementalist
1) Ranger
2) Engineer
3) Elementalist
I think this thread is not accurate enough.
Professions needing help : yes but in which mode ? sPvP ? WvW ? PvE ?
I guess sPvP since everything is balanced around that and there’s no care given to other aspects of the game balance-wise …
1) Elementalist : a bit too extreme. Either it was waaaay OP before or, as now, it’s lackluster. Especially the lack of choice : you play D/D with some water traits or you die.
S/X is getting better but still not as good as D/D.
Staff still sucks pretty much but I think it can’t be solved for a 5v5 conquest mode. It could become more useful in other game modes/maps.
2) Ranger. Basically, you are forced into S/X and SB or LB (condition or power). Everything not spirit oriented or not using those weapons clearly sucks.
More weapons and builds need to become useful : GS and Axe still lagging behind …..
3) Necromancer. Condition specs and MM specs are very powerful but power specs are too weak. You’re forced into the use of wells and even with that, it’s still not that good with A/F and D/WH (or D/D). It lacks a lot : not much CC (WH #4 and DS #3), not many conditions (long CD immobilize D #3). No stability except when traited for stab on DS. Axe is pretty fine traited but Dagger could really get some love like getting able to cleave/hit without target.
1. RANGER
2. Warrior
3. Elementalist
1) Ranger- One would think that this profession should be good at long ranged attacks.. guess what; anything ranger can do, all other professions can do it better.
2) Necromancer
3) Elementalist
1)elementalist (PvP)
2) ranger (PvE+PvP)
3) necro (PvE)
1. Ele
2. ranger (make gs viable pls ? )
3. Thief (combos ?)
1.) Mesmer
2.) Elementalist
3.) Ranger
Primoridal (S1) & Exalted (S2) & Illustrious (S3) Legend
1. Ranger
2. Ranger
3. Ranger
Please buff Ranger……Whatever WvW or PvE, Ranger is so pitiful.
1. Thief
2. Nekro
3. Warrior
1. Ranger
2. Mesmer
3. Necro
Like some people already mentioned it might be the best way to look at the least played classes first. While it doesn’t necessarily mean that they are the weakest being played the least usually has its reasons.
If I had to vote I’d mention the following classes.
1. Ranger
2. Elementalist
3. Mesmer
I picked those classes from a class perspective with special attention to their mechanics. Rangers really need a Pet rework which currently probably is the most broken class mechanic ingame. If this is not possible there should at least be a band-aid. They also need trait reworks (for Power Rangers, condition removal) and probably trait reallocations (Traps). Elementalists also suffer because of their Attunement mechanic. They are way to dependent on Arcana because of it. They are forced into Water and Arcana because of survivability issues even further. Introducing more traits like Burning Fire in Fire, Air and Earth might help. Mesmers also encounter issues which are related to their class mechanic. They are way too dependent on Deceptive Evasion. Basically all skills which summon Illusions are balanced with DE in mind. This also is true for IC. Additionally, Mesmers face many critical bugs (iLeap, iWarden) which significantly influence gameplay. Besides that, Mesmers also need a major trait rework and reallocation (Mantras, Signets and Glamours). GM traits might need a look from a diversity perspective (4 Shatter, 2 Mantra, 2 Interrupt, 1 Stealth, 1 CC, 0 Glamour, 0 Signet, 0 Phantasm, 0 Manipulation) whereas some are very desireable and others are extremly unappealing.
From a meta perspective, my choice might have been different.
1. Mesmer
2. Elementalist
3. Ranger
1. Ranger
2. Engineer
3. Thief
1. Ranger
2. Elementalist
3. Engineer
I’d say:
1) Elementalist
2) Ranger
3) Mesmer
1. Ranger
2. Necromancer
3. Elementalist
1. Profession1 Ele
2. Profession2 Ranger
3. Profession3 3?No,Noone,i think Engi is ok right now.
I just hope Anet GW2 didn’t as the Star CxxxT II ,p imba, and nerf T
ask player who shall buff who shall nerf is right
becoz if u didn’t do this,and keep the suck balance,everything will fallen…
anyway,hope anet u know what’s going on,so many ppl say ele and ranger need change
ele is low armor,and low HP, maybe it’s his special point, os if u ask me,i didn’t hope u make ele more high hp or more high armor,but,plz give more good ,more useful skill,let it can more special,and “must”….
i know can’t make one profession to become “prefect”
but,can’t make it suck too,right?
ele need high manipulate ,this is good,special, but less thing can do when i play it right now…
hope…hope u can change something…
btw,i have play many charter,war/guard/ele/necro/ranger/engi,i think if anet u want,u can check my game profile,and u will know,i didn’t say ele shall buff becoz i only play ele. no, it’s becoz i think it real terrible right now.
sorry my english so poor,but ithink u can read ,and understand what i mean…
(edited by Artorias.3749)
1. Engineer
2. Ranger
1. Elementalist
2. Mesmer
3. Guardian
Piken Square – EU Unofficial RP server
Tarnished Coast – US Unofficial RP server
1. ranger
2. thief
3. engineer
Dev time!
1. Ranger – because sword is messed up, pets are messed up and bows are weak beyond compare.
2. Elementalist – because their profession mechanic hurts the class rather than benefit the profession. And the whole design aspect of the profession being glassy even when built to be tanky.
3. Thief – because stealth as invisibility is an old and tired MMO trope which needs to die. But once you remove stealth from this profession, you see the rotten state of this profession.
1 mesmer
2 ranger
3 Elementalist
1. Elementalist
2. Ranger
3. Engineer
1.Ranger
2.Ele
3.-
Not easy to say who need more help.
I think Ranger is better in pvp than the Ele.
But the Ele is better in WvW were the Ranger is useless.
The other classes need no help i think.
1) Ranger (pets/spirits)
2) Engineer (Turrets)
3) Necromancer (Minions)
If I were allowed a 4th: Guardian Spirit Weapons (and only those).
The ‘follower’ code in general needs a rework or scrapping. It shows up the most in the three classes I stated (and in some cases, like Turrets, we’ve supplied a lovingly detailed explanation of the problems); As much as it pains me, you can hold on the Spirit Weapons until these are addressed.
I like to view MMOs through the lazy eye of a Systems Admin, and the critical eye of a
Project Manager. You’ve been warned. ;-)
1. Elementalist
2. Mesmer
3. Thief
1. Elementalist
2. Ranger
3. Mesmer
1-Ranger
2-……
3-……..
Based on my solo PVE experience alone:
1.-Engineer
Few usable or interesting weapon skills. It’s intended to be used with weapon kits, but it kind of locks you into some sort of supporting jack-of-all-trades role that doesn’t really do much except waiting for the enemies to get killed by turrets.
2.-Elementalist
Low (very, very low) survivability in PVE and its 4-elements-multi-kit doesn’t make up for it (doesn’t feel like it has enough single-target damage in damage-oriented buids and not enough sustain in survivability-oriented builds). It feels oriented more towards AoE effects, which is cool, but makes exploring or participating in some events a real drag unless you have a partner who can tank or keep the enemies away.
3.-Ranger
Fun, but too dependant on the pets keeping the aggro or constantly kiting. Some weapons feel just weird: Main hand axe, for example; atracts unwanted attention too easily, the way the cone skill (splitblade, number 2) works feels wrong (it’s part of a long-range set of skills, but it isn’t worth using it unless enemies are right next to you and doesn’t help keeping them away like the long bow pushback skill), not much versatility in fights; offhand torch doesn’t feel right neither at long range nor close up you’re either using the area burn at close range and wasting the torch throw’s range or using the torch throw at long range and wasting the area burn just to get the combo field; short bow bleed depending on positioning is interesting and plays into a fun gameplay field, but feels extremely inconsistent at times and forces strange decisions whenever monsters change targets erratically in fights. Not really big problems, but combined make for an overall weirdness feeling.
(edited by Doszak.3150)
1. Elementalist
(opinion: larger number of weapon skills cannot compensate for lack of survivability due to low health and armor)
2. Warrior
(opinion: too easy to play in comparison to other professions because of high stats and all kinds of passive bonuses)
3. Engineer
(opinion: regular weapon skills are lackluster with few options, strongly urging players to equip at least one weapon kit into their utility skill slots, resulting in lack of options.)
In my opinion, the variance in base health and armor values between professions cannot be balanced by skills, as the base values are always active, while skills provide only a short, instantaneous effect. Continuous passive bonuses or penalties can only be compensated by other continuous passive modifiers.
For this reason, my suggestion would be to consider using both the rate of endurance recovery and the number of dodges available on the endurance bar as a balancing factor for base health and armor values.
For example:
High health professions have a dodge pool of 50 endurance (meaning they only have 1 dodge). Medium health professions have the current dodge pool of 100 endurance (2 dodges). Low health professions have a dodge pool of 150 endurance (meaning they have 3 dodges available to them).
Heavy armor professions have a slow endurance recovery rate, e.g. 2.5 endurance per second (meaning they can dodge less often). Medium armor professions have the current endurance recovery rate (i.e. 5 endurance per second). Light armor professions have a fast endurance recovery rate, e.g. 7.5 endurance per second (meaning they can dodge more often).
(And abolish the Vigor boon completely.)
This would mean for example that the Warrior has far fewer dodges available, forcing them to take more punishment. The Guardian has more dodges available, but they recover endurance slowly. The Necromancer has a single dodge, but a fast recovery rate, while the Elementalist can dodge easily and often.
(Special attention should be given to the Thief, as dodging could be seen as a profession mechanic for them. In the proposed system, the Thief keeps its current 2 dodges, but gains endurance recovery speed. Combined with the large number of skills that provide additional dodges, the Thief may still be seen as a dodging specialist.)
(edited by Jornophelanthas.1475)
1. Ranger
2. Thief
3. Warrior