Vote for the Profession Collaborative Development
All of you have no idea what you are talking about! balance is sorta okay even though it needs bugfixes, all i see is people asking to nerf the classes they have problems to fight against. Only thing thats really not ok with the game atm is warrior’s signet but arena shoud be careful nerfing warrior cause of the easily evadeable weapon and utility skills he has.
1.Warrior
2.Necros
3.Bugfixes, Gamemodes, Build Templates, Balanced Teams, New classes, New builds, New weapons
Anet u should know better than ask the whinersI want to point out the comment by Allie here.
“Basically, I want people to think ‘what class would I never play right now because it’s just not viable’ and list the top 3. That goes for all game types.”Stop with that attitude dude and answer the CDI as it should be.
I answered the CDI didnt i? Thats just my opinion which i think is the truth, if u dont like it fine by me i dont have a prob. I just dont want to see the game in the wrong direction.
Insulting people that they are whining, followed by an actual whine … ehh .. whatever.
And i think that one third of people voted for ranger as a #1, because they are so OP they need a nerf …
Btw i’m truly curious why you voted warrior for the first spot when, quote again …
“Basically, I want people to think ‘what class would I never play right now because it’s just not viable’ and list the top 3. That goes for all game types.”
I hope this won’t derail the thread. If yes, please delete my posts.
1. Ranger (The Axe is very out of place as a primary weapon (The Short Bow is better in every aspect aside from the lack of a secondary weapon which it more than compensates for), and the Short Sword poison attack’s roll is awkward to use, and frequently misses (Not to mention the suicides if you attempt to spam 1 near cliffs…). Many pets are useless (Forage? Seriously?), and use their skills awkwardly (I dare you to try and hit a retreating enemy with a River Drakes F2 skill…), or not at all (I could’ve sworn the Jungle Stalker used to give Might…)
2. Warrior (Having both the highest Melee damage attack in the game (Hundred Blades) as well as the highest Ranged damage attack in the game (Kill shot) is simply overpowered…)
3. Thief (Perma-Stealth 6k backstabs – What more to say?)
1. Ranger (Fix the pet AI/make it optional. Sword Root. Pet AI. Sword Root.)
2. Elementalist (Elementalist was overnerfed, recent changes discussed in February Ready Up do not address sustain problem and introduce new imbalances, such as Burning Speed evade frames)
3. Engineer (Fix the Turret bugs. Remove crit procs to introduce some skill floor into Engineer. Condition removal outside of Healing Turret and Elixirs. Fix the Turret bugs. Fix Turret Bugs)
Marellune Malthias – 80 Elementalist
Devil’s Dominion [DD] – Yak’s Bend
1. Mesmers
2. Warriors
3. ElementalistsJust pointing out that this guy has voted for these choices 8 times now.
lol, check all messages from this guy & he’s going ham in this thread and on mesmer forum
1. Ranger
2. Engineer
3. Necro
1. Elementalist
2. Engineer
3. Nekro
1.) Mesmer
2.) Mesmer
3.) Mesmer
1.mesmer(group play, raids, wvw, tpvp, we got too much dueling 1v1, too much ai, we need less ai less dueling and more aoe, plus we got a ton of bugs)
sPvP (Main problem is the condition metagame):
1. Mesmer (No place in it, lack of speed and bad condition cleansing)
WvW (Few OP roamer builds make most other possibilities unviable, AI.based classes are useless in zergs):
2. Mesmer (Utilitybot in zergs, AI useless in zergs, PU clone-death builds are overpowered when roaming, no ranged AoE damage while being a light armor class, retaliation problem with Feedback)
Overall (Podium and what to do):
2. Mesmer (Less AI dependence, lots of bug fixes, better build diversity)
2) Mesmer needs better aoe help and less 1v1 duel
1. Mesmer: Least played class for a reason. Bugs, bugs and bugs again. Not in the PvP meta, pretty much usless in zerg Wv3 outside being a bot. Build variety in PvE equals zero, weak PvE performance in general. Main class system (shatter) hardly utilized.
Probably just not enough people playing a mesmer though, so it won’t be high on the list anyways…
1) Mesmer. This is my main profession in GW2, so of course I have a slight bit of bias, but I also have every other profession on my account as well. From my experience in leveling the others after, there are three things that the Mesmer is lacking in: One is the ability to stack swiftness on allies with their ONLY guaranteed swiftness skill (Chaos Storm and Signet of Inspiration do not count as they only happen at chance), along with the lack of swiftness overall. I feel that there should be a signet that gives a movement speed increase just like almost every other profession has. Mesmer is so slow and if you try to get out of anything, you pray that either Temporal Curtain or Blink are off cooldown. Two is only ONE blast skill (IF you use torch). I feel that for the great sword skill Mind Stab, that could easily have a blast combo finisher. I don’t feel this would be OP, but if so, then I will gladly direct someone to an engineer I saw in PvP today who used about 3-4 blast finishers in the span of 5-6 seconds. Lastly, IMHO, the Domination line is terrible at 30 points in. Confounding Suggestions is nice, but still feels underwhelming compared to some of the other 30 point major traits.
This!
1)Mesmer
2)Necromancer
3)Engineer
1. Ranger
2. Engineer
3. Elementalist
I ranked all my 24 characters from what I enjoyed the most to the least (3 of each profession – various weapon sets and utilities on each). These were my bottom ones.
1. Mesmer (hard to play or feel useful in combat – all 3 of my mesmers feel like this)
2. Guardian (1 good guardian, but 2 bad ones)
3. Warrior (1 good warrior, but 2 bad ones)
(the scores: N -47, R-45, El-45, En-41, T-40, W-37, G-28, Me-17)
(edited by Culwenimos.1594)
1. Ranger
2. Engineer
3. Elementalist
1. Ranger
2. Mesmer
3. Guardian (not used utilities/traits and shield rework)
GW2: Velocity [VcY]
1. Engineer. Would like to see more main weapons in addition to Turret fixes.
2. Ranger. Pets need major work…. still.
3. Necromancers. Still have the down bug.
Yes, I realize this list is more bugs than balance. But until the bugs are fixed, talk of “balance” is pointless.
WvW:
1. Ranger
2. Engineer
3. Mesmer
Spvp:
1. Elementalist
2. Ranger
Need a rework of Immobiliz, condition duration +- food/gear/traits for WvW
1. Elementalist
2. Ranger
3. Necromancer
1. Engineer
2. Elementalist
3. Ranger
Highest Rank: Team Q – 33 / Solo Q – 1 (27/07/14)
Team: Svanir Pushing Lord [solo] / Carried Ace to Rank 1 Esport Guild Leaderboard
1. Elementalist
2. Engineer
3. Necromancer
Using the forum for a poll is a pretty bad idea. People can vote multiple times or 3 times for 1 profession. Gl excluding those players from the poll, it’s going to be a lot of work.
1. Mesmer
2. Ranger (Please bring it back to its roots)
3. Elementalist
Fort Aspenwood
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.)
I really like this idea, but i’m not sure vigor needs to go away.
1. Elementalist
I would like to call out Thedenofsin for multi-voting (check his/her message history).
This is not ok. It just makes us as a class (Mesmers) and as a community (the whole of us) look really childish. We’re supposed to give constructive input, not rig votes to try make our class look more important to the community than it is. If my class happens to be the one people take the least interest in seeing changed (either way), then so be it.
I happen to agree with that myself, I listed Rangers, Engineers and Warriors as the classes needing changes the most urgently.
Anyhow, we really don’t need to try rig a vote. We should be better than that.
1) Guardian
the diferense between Guard and Warrior is big when commes to HP/Toughnes on final stats…having both with same gear and points on HP and Toughnes traits warior is way beter than Guard,,,ikn that Guard is bufer etc mostly and warior is the dd…dut still warior have everything..he can do everything on the game..for example tel me how a guardian can escape from the moment that "Retreat"give shiftnes and nothing else..aegis is nothing if they hit you..it blocks only one atk..and were is the stability on this skill??how a guardian can escape from 2-3 players…not mention a zerg fight in WvWvW
just work a bit on guard comparing to warrior..dont say that you make guardians also dd just give me something to stay abit more eazy alive..like wariors
2)Ranger
nead a bit more skils with condi remove like all classes..
1. ranger (by far!)
2. Engi
3. Ele
Classes:
1: Ranger
2: Elementalist
3: Engineer
Here’s my reasoning:
Rangers need a serious change/upgrade to their pet AI and their ways to control them. An idea is also to reduce the Ranger’s dependence on their pet, maybe even allowing them to fight without one. Seeing as the “fix” to their sword auto-attack chain is being fixed, this is a huge improvement. Rangers also need some help in PvP, the fact that there’s only ONE viable build (spirits) is really boring. Also, in PvE, most utility skills are pretty useless.
I am NOT saying that Elementalists are bad, they are incredibly good in PvE as well as WvW. However, they really need some help in PvP. Also, the conjoured weapons need some kind of a rework, I would propose getting rid of the charge system.
Earth Shield: (no input here).
Ice Bow: Buff on the 1 and 2 skill. Increase damage/healing on #1, give people an incentive to actually auto-attack. Double the vulnerability stacks on #2. Change condition duration to something else, why would you want condition duration when the Ice Bow hardly applies any conditions?
Flame Axe: Again, why would you want Condition Damage on this weapon when the only condition you apply is burning? The skills are fine, but the weapon is severely limited by the charge system.
Lightning Hammer: I feel this weapon is good in its current state, however it suffers from the same issue as the Flame Axe. Please remove the charge system!
Fiery Greatsword: The 3, 4 and 5 skills are fine as they are, however the 2 skill is pretty useless as it only applies burning, and no direct damage. And AGAIN with the random stat buffs! Condition damage?!
Engineers will be poor in high-end PvE until condition damage is made viable in some way, unless something is done to improve their direct damage in some way. My suggestion is that the Engineer is given another weapon set, such as a hammer.
1. Elementalist
2. Ranger
couldnt care less for third, these 2 need most buffs atm
1. Elementalist : Only viable in pve for speedruns and that’s just because of fgs. Needs major adjustments and not just minor tweaks or simple nerf reversals like some previous people suggested. We don’t want to bring back the OP state that forced the devs to nerf them in the first place.
2. Ranger : They may be viable in pvp but oh boy do they need more build variety. Also pets, pets pets….
3. Warrior : When a class becomes an irreplaceable necessity for every single part of your game, then it’s not considered balanced anymore.
1. Elementalist
2. Ranger
3. Engineer
I summon the almighty Allie!
How will you handle the multiple voting by people?
People voting for only one or two profession won’t affect the whole CDI in a negative way towards other classes? Lessen chances to get looked at you know.
How will you filter the answer from players who misunderstood your question and didn’t vote for “underpowered” professions?
How will it affect your attention towards the top 3 classes get voted?
edit: Surprisingly lot of players has their first comment in this forum in this exact thread. Suspicius, but maybe i’m overly paranoid now. =]
(edited by Dalanor.5387)
1. Ranger
2. Elementalist
3. Mesmer
1. Engineer
2. Thief
3. Ranger
1. Ranger
2. Elementalist
Ranger needs the most buff even though i dont play ranger.
btw nerfing warrior is also needed.
having best hp/toughness while having the best mobility/dps/tank is just ridiculous
warriors just extremely op in everything best in pve/pvp/wvw
nerf warriors or something its just stupid
1. Engineer.
2. Mesmer.
3. Elementalist.
1. Ranger
2. Necromancer
3. Elementalist
1.Elementalist
2.Ranger
3.Necromancer
1. Ranger
2. Thief
3. Engineers
Reasons;
1: Rangers
There is a lot to be said. The ranger is my main, always has been, always will be. Regardless of nerfs or buffs i simply love the concept of it. However, if you want to know the faults that the ranger is burdened with, you can simply look in the ranger forums. A day worth of posts there sums up 18 months of problems.
2: Thief
Their DPS is fine, their sustain is not. Strip away their stealth and they are sitting ducks. They can only evade so many times, and if professions with high sustained DPS such as Rangers, Warriors and Elementalists want them dead, they will die.
Thief simply lack build variety and sustain outside of stealth. Their greatest asset is their biggest hindrance. Rebalancing thieves with higher hitpoints and better healing/healing efficiency on existing skills in addition to reducing stealth (overall for all professions) will be the way to go.
3: Engineers
This applies to power builds for the most part. Grenade setups will as of today, instantly kill the user if they chuck them into a zerg. Simply because the grenades does abysmally poor damage with power setups compared to the damage of retaliation.
Currently @ some T1 server in EU
1. Ranger
2. Engineer
3. Mesmer
Give every class Stability in ulity slot please.
(edited by LarzoSk.5412)
1. Ranger
2. Engineer
3. Thief
1. Ranger
2.Ele
3.Engie
1.Ranger (pets are by far the worst mechanic in this game, still after 1 year the improvements are not helping much)
2.Ele
3.Mesmer
1. Ranger
2. Elementalist
3. Engineer
And for me it all boils down to this: fix rdps pls!
if balance ll include WvW mode as `large scale fights` environment.. that we ve never seen any balance via it before, rather than spvp game mechanic..
via Efficient or effective to sync group
1. Ranger (they have no usefull[better than other classes] any role in large scale play mechanic)
2. Mesmer (same as above hoewever at least they can be Veil Bot)
3. Engineer (the reason i add him just i dont see any engineers in COMPETITIVE/organized large scale fights dunno why)
“There Is No Shame In Not Knowing; the Shame Lies In Not Finding Out.”
1. Ranger
2. Thief
3. Engineer
1. Ranger
2. Necro
3. Engi
1. Ranger
2. Engineer
3. Elementalist
[TWG] – Gunnar’s Hold
Always remember Wheaton’s Law
1. Ranger
2. Necromancer
3. Elementalist
Are we listing classes that need Balancing or Development Time?
Because I think the number tweaks between classes are largely okay. But there are definitely certain classes that have clunkier gameplay, lackluster utility choices, awkward traitlines, buggy or buggy-seeming performance, etc.
Dev time!
in this case, i think people voting ele should think about their vote. eles dont need much dev time to revamp the profession and its mechanics. eles require more balancing.
They more than a little balancing. They have been WAY over nerfed. Forced to go defensive on builds, traits, armor and stats to counter the simply unjustified (since all the nerfs) weakness they start with – the Low Health and Low Armor.
They lack fields, finisher types and due to the fact we are forced to go defense on traits, armor and such – to counter getting 1shot, now it just takes 2-3shots to kill us…Yay, it means we also lack damage.
It is also very annoying that in the condition meta only ONE class cant have a condition build…Ele. Sure you can go conditions but with like 2 damaging conditions in 2 different attunements and the general lack of covering conditions it means you won’t be much threat to most people.
We have an insane dependance on Arcane and Water trait lines. Not because they are overpowered but because the others are simply too lacking. The attunement swap should be 10seconds no matter what and then use Arcane to maybe buff Arcane skills or something.
The trait lines are a mess, skill cool downs are to long, the defensive utilities are too weak and have to long a cool down, pretty much all of the utilities have to long a cool down and the Elites, well they are just terrible. It says alot when FGS is used MORE for mobility than it is used for attacking, The elemental elite is rather weak, they die to fast, aren’t anywhere near a threat and the fact the best attack they have is AI controlled is rather annoying. Tornado is just terrible in 99% of situations thanks partly due to the silly fact that we don’t get any Toughness increase while in it and the stability is easily and quickly removed making them nothing but a giant punching bag that dies in seconds…
Ranger
Engi
Necro
1. Ranger
2. Engineer.
3. Elementalist.