great update
While we only know what half of the classes are getting (we’ll know ele and mesmer in a couple hours), I also have to say this is shaping up to be a really good update. The changes all seem reasonable.
Mesmer who knows. Mesmer is very deadly if played right. Which worries me of nerf. But the average player does just ok now so who knows
honestly, so far i’m only disappointed with the thief changes, and not the nerfs, those i could see coming a mile away.
i just thought the thief buffs were very underwhelming, don’t increase build variety, and don’t buff the things that actually need a buff (read: half our utility skills, rather than their traits).
Thief & ranger changes were good.
Warrior changes I was a bit surprised with, the main problem people were complaining about was not that they did so much damage with greatsword, but that they could abuse mechanics of it to run away.
Was kind of surprised with Ele changes. Making summons more commandable is a good thing.
Thing that threw me off most so far was the scepter changes for mesmers. Allowing the mesmer to apply more torment is one thing, but allowing all the clones to apply it as well will likely lead to some already strong condition mes specs to become downright godlike with how much damage they can do.
Looking at all the changes in total I am very hopeful for Necromancers & Guardians.
They have allot of traits, utility skills and some weapons that could use some love.
(don’t get me wrong their meta builds are alrightish but they have so many things that are not meta that just make you wonder WTF was the designer thinking)
Thief changes are good?
From what Pov?
Just check all the profession subforums and you will get an idea about how feels great and who doesn’t .
Dagger did not need cleave, its a singletarget DPS weapon, nn for cleave .
And the poison changes are so crappy, you’ll have to spend all your traitpoints to make them usefull – great …. Not one traitline, no TWO !
Tell me of any profession that needs to do that ?
Just one thing about Torment on Scepter AA…
#revertScepterChanges2014
Thief changes are good?
From what Pov?Just check all the profession subforums and you will get an idea about how feels great and who doesn’t .
Dagger did not need cleave, its a singletarget DPS weapon, nn for cleave .
And the poison changes are so crappy, you’ll have to spend all your traitpoints to make them usefull – great …. Not one traitline, no TWO !
Tell me of any profession that needs to do that ?
Dude, Venoms were like that before. The only change is that now you get a bit more reward out of that same investment that you already had to make.
Thief changes are good?
From what Pov?Just check all the profession subforums and you will get an idea about how feels great and who doesn’t .
Dagger did not need cleave, its a singletarget DPS weapon, nn for cleave .
And the poison changes are so crappy, you’ll have to spend all your traitpoints to make them usefull – great …. Not one traitline, no TWO !
Tell me of any profession that needs to do that ?
Guardian actually has to spend all of their trait points to get spirit weapons halfway decent.
Even after they do they still die to incidental AOE.
Plus spending all their trait points this way leaves the guardian extremely squishy & without condition removal.
Just one thing about Torment on Scepter AA…
#revertScepterChanges2014
why do u complain about scepter change. its actually a good change , we mesmers finally get some buffs that were needed . scepter was useless before , such low damage , we needed to compensate it .
so much qqing about nothing actually .. we mesmers were bottom tier , gettign wrecked by almost everything . u think thats fun for us mesmer ? it sure isnt
honestly, so far i’m only disappointed with the thief changes, and not the nerfs, those i could see coming a mile away.
i just thought the thief buffs were very underwhelming, don’t increase build variety, and don’t buff the things that actually need a buff (read: half our utility skills, rather than their traits).
Agreed, thieves don’t really need nerfs, and there are a lot of areas where they need help. But stealth being such an anti-fun mechanic prevents thieves from getting them.
I guess I’m one of the few not going to complain about one thing at least.
I find the warrior nerfs very over due.
Guardian might add some funess
Ranger I’m happy with
Daggers do need to cleave great updateI don’t get all this hate. These are needed updates. Most classes are getting small buffs and mega op class the nerf. Just want to say nice job!
some mega op classes not suffering nerf where they are Op maybe?
Thief changes are good?
From what Pov?Just check all the profession subforums and you will get an idea about how feels great and who doesn’t .
Dagger did not need cleave, its a singletarget DPS weapon, nn for cleave .
And the poison changes are so crappy, you’ll have to spend all your traitpoints to make them usefull – great …. Not one traitline, no TWO !
Tell me of any profession that needs to do that ?Dude, Venoms were like that before. The only change is that now you get a bit more reward out of that same investment that you already had to make.
yeah, but the point is, it was a problem in beta, it was a problem at launch, it will still be a problem after this patch. devs really need to stop treating venoms as if everyone wanted to use them on a 6/x/6/x/x build and nowhere else. why can’t we have them untraited? why can’t we have venom builds that don’t need 12 freaking points? why can’t we have venom builds without venom share?
Thief changes are good?
From what Pov?Just check all the profession subforums and you will get an idea about how feels great and who doesn’t .
Dagger did not need cleave, its a singletarget DPS weapon, nn for cleave .
And the poison changes are so crappy, you’ll have to spend all your traitpoints to make them usefull – great …. Not one traitline, no TWO !
Tell me of any profession that needs to do that ?Dude, Venoms were like that before. The only change is that now you get a bit more reward out of that same investment that you already had to make.
yeah, but the point is, it was a problem in beta, it was a problem at launch, it will still be a problem after this patch. devs really need to stop treating venoms as if everyone wanted to use them on a 6/x/6/x/x build and nowhere else. why can’t we have them untraited? why can’t we have venom builds that don’t need 12 freaking points? why can’t we have venom builds without venom share?
Well its a step in the right direction.
And I agree it shouldn’t take that many traits to make them a good build because having to invest that many traits limits the diversity possible with builds.
However you should have to invest some traits to make abilities more powerful/useful.
If you didn’t have to then there would be no point in having traits.
The debate between our points of view is really about “How Many” traits should one have to invest to make a particular set of abilities worth using.
Thief changes are good?
From what Pov?Just check all the profession subforums and you will get an idea about how feels great and who doesn’t .
Dagger did not need cleave, its a singletarget DPS weapon, nn for cleave .
And the poison changes are so crappy, you’ll have to spend all your traitpoints to make them usefull – great …. Not one traitline, no TWO !
Tell me of any profession that needs to do that ?Dude, Venoms were like that before. The only change is that now you get a bit more reward out of that same investment that you already had to make.
yeah, but the point is, it was a problem in beta, it was a problem at launch, it will still be a problem after this patch. devs really need to stop treating venoms as if everyone wanted to use them on a 6/x/6/x/x build and nowhere else. why can’t we have them untraited? why can’t we have venom builds that don’t need 12 freaking points? why can’t we have venom builds without venom share?
Well its a step in the right direction.
And I agree it shouldn’t take that many traits to make them a good build because having to invest that many traits limits the diversity possible with builds.
However you should have to invest some traits to make abilities more powerful/useful.
If you didn’t have to then there would be no point in having traits.The debate between our points of view is really about “How Many” traits should one have to invest to make a particular set of abilities worth using.
nope, gonna disagree. utilities should be good on their own, and improved through traits (or just good on their own, screw traits. thief deceptions don’t have any traits to them and they’re pretty good).
an example of this is ranger traps and survival skills, or half of mesmer utilities. good skills that can become even better through traits, but don’t suffer if you don’t take their traits. the skills stand on their own, and the traits complement them, not the other way around.
Thief changes are good?
From what Pov?Just check all the profession subforums and you will get an idea about how feels great and who doesn’t .
Dagger did not need cleave, its a singletarget DPS weapon, nn for cleave .
And the poison changes are so crappy, you’ll have to spend all your traitpoints to make them usefull – great …. Not one traitline, no TWO !
Tell me of any profession that needs to do that ?Guardian actually has to spend all of their trait points to get spirit weapons halfway decent.
Even after they do they still die to incidental AOE.Plus spending all their trait points this way leaves the guardian extremely squishy & without condition removal.
And setting up a Venom Share thief leaves you without any form of condition removal and no stun breakers.
Although the people saying you need 2 trait lines (12 points) for Venom Share to work are wrong : you only need 10 points and go 4/x/6/x/x. This is because the GM trait related to venoms suck. Yeah that’s right, we have a GM trait related to venoms that sucks, even once you selected 3-4 venoms as utilities and put 10 trait points specifically to improve them. At that point, the 2 extra points needed to get that GM trait are STILL not worth it.
Also, the new “improvement” to Venom Share is barely worth mentioning, unless we also use our own condition duration stat. This is because Venoms do barely no condition damage in the first place.
(edited by stof.9341)
Thief changes are good?
From what Pov?Just check all the profession subforums and you will get an idea about how feels great and who doesn’t .
Dagger did not need cleave, its a singletarget DPS weapon, nn for cleave .
And the poison changes are so crappy, you’ll have to spend all your traitpoints to make them usefull – great …. Not one traitline, no TWO !
Tell me of any profession that needs to do that ?Dude, Venoms were like that before. The only change is that now you get a bit more reward out of that same investment that you already had to make.
Venoms before suggested changes: 2/10
Venoms after suggested changes: 2.1/10
Venomous aura using your own stats doesn’t change much, venoms are a majority control conditions. Only ONE venom has anything to do with a could be condition build.
break. I feel like they should be back by now..”
Just one thing about Torment on Scepter AA…
#revertScepterChanges2014
why do u complain about scepter change. its actually a good change , we mesmers finally get some buffs that were needed . scepter was useless before , such low damage , we needed to compensate it .
so much qqing about nothing actually .. we mesmers were bottom tier , gettign wrecked by almost everything . u think thats fun for us mesmer ? it sure isnt
Another case of a Mesmer pretending they are worthless. Stop playing Mesmer if that’s honestly how you view it. You’re doing things wrong if you believe Mesmer to be as terrible as you say.
break. I feel like they should be back by now..”
i’m just glad chickenado is getting nerfed.. sometimes i cast meteor shower, activate tornado, and when i come back from walking my yorkshire terrier.. stonemist castle is claimed for my guild, my spvp enemies are all in downed state reevaluating their strategies, i’m getting free shipping for orders over $5 and arena net is sending me precursors and pinipal minis. . .
i’m not even going to tell you what happens when i utilize a burning retreat combo.. it would blow your minds
mordremoth no longer a threat
well needed adjustments, we’re on the right track now.. looking forward to september
i’m just glad chickenado is getting nerfed.. sometimes i cast meteor shower, activate tornado, and when i come back from walking my yorkshire terrier.. stonemist castle is claimed for my guild, my spvp enemies are all in downed state reevaluating their strategies, i’m getting free shipping for orders over $5 and arena net is sending me precursors and pinipal minis. . .
i’m not even going to tell you what happens when i utilize a burning retreat combo.. it would blow your minds
mordremoth no longer a threat
well needed adjustments, we’re on the right track now.. looking forward to september
mmm.. wut? someone translate please!
My problem with this skill balance: little polishing, a lot of marketing and nothing special.
Until now there was 2 real change introduced, the ranger signet and the warrior adrenalin miss loss. But this 2 needed 2 years ago not now.
Just the WvW
R3200+
Thief changes are good?
From what Pov?Just check all the profession subforums and you will get an idea about how feels great and who doesn’t .
Dagger did not need cleave, its a singletarget DPS weapon, nn for cleave .
And the poison changes are so crappy, you’ll have to spend all your traitpoints to make them usefull – great …. Not one traitline, no TWO !
Tell me of any profession that needs to do that ?Guardian actually has to spend all of their trait points to get spirit weapons halfway decent.
Even after they do they still die to incidental AOE.Plus spending all their trait points this way leaves the guardian extremely squishy & without condition removal.
And setting up a Venom Share thief leaves you without any form of condition removal and no stun breakers.
Although the people saying you need 2 trait lines (12 points) for Venom Share to work are wrong : you only need 10 points and go 4/x/6/x/x. This is because the GM trait related to venoms suck. Yeah that’s right, we have a GM trait related to venoms that sucks, even once you selected 3-4 venoms as utilities and put 10 trait points specifically to improve them. At that point, the 2 extra points needed to get that GM trait are STILL not worth it.
Also, the new “improvement” to Venom Share is barely worth mentioning, unless we also use our own condition duration stat. This is because Venoms do barely no condition damage in the first place.
well, here’s the thing:
1- 10 points is still an absurd investment to end up with your skills still being largely subpar and only providing real advantages on small fights that are already skewed in your favor numbers-wise
2- the reason that trait sucks is because any buffs to it would make venom share OP. in fact, all the venom issues can be traced back to “but it would be OP with venom share”.
2- the reason that trait sucks is because any buffs to it would make venom share OP. in fact, all the venom issues can be traced back to “but it would be OP with venom share”.
Yeah, then they should just make Venom Share halve the number of venom charges and double the baseline. But it seems too hard to do.
dagger hitting 2 ppl is hardly cleave
2- the reason that trait sucks is because any buffs to it would make venom share OP. in fact, all the venom issues can be traced back to “but it would be OP with venom share”.
Yeah, then they should just make Venom Share halve the number of venom charges and double the baseline. But it seems too hard to do.
if i had it my way, venoms would have more charges and 30s CD baseline. venom share would work like it does, but charges are halved and CD increased 50% (aka you’d get the current iteration of venoms). i’d also move venom aura to deadly arts GM so it has to compete with residual venom, which in turn lets the latter be buffed (say, 2x charges).
As far as I see it engi does not get anything to deal with chainfear from the necro. So I do not like the patch
As far as I see it engi does not get anything to deal with chainfear from the necro. So I do not like the patch
They already have stunbreakers…
As far as I see it engi does not get anything to deal with chainfear from the necro. So I do not like the patch
They already have stunbreakers…
Best stunbreaker ever. but one stunbreaker with 40sec cooldown does not help vs 3 fears and 2 condi transfers for a condi engi
As far as I see it engi does not get anything to deal with chainfear from the necro. So I do not like the patch
They already have stunbreakers…
Best stunbreaker ever. but one stunbreaker with 40sec cooldown does not help vs 3 fears and 2 condi transfers for a condi engi
Six stunbreaks total on the profession, tied with the most on any profession (poor Rangers with only 4). That said, I will agree that a lot of them rather suck. Other than Elixer S (which is good regardless of the stunbreak), the only decent one is Healing Mist on Elixer Gun toolbelt. The skill still isn’t great, but the Elixer Gun is quite good.
The key problem is not only the stun breaker. The problem is the combination of low HP, condi transfer, bad condition removal, no stability and bad stunbreaker. Elixir S is very good (on a 60sec cooldown) but the condis stay on you and the necro waits 3 sekittenil he attacks you once again.
Elixir gun is very good but does not give stability nor does it remove condis.
The ranger has signet of renewal for example. This pulls all condis from you and break stun or protect me. This helps to put pressure on the necro and stops the chainfear possibilities. In general has the ranger less problems with the condition bomb as the engi has
Engineers have always had a hard time against condition builds. Power engies find necros no harder than condition mesmers or engies, usually. But condition engineers are kind of challenging necros in their area of expertise when they duel. It’s like trying to out-group heal a staff ele. It’s possible, but the effort it takes is hugely disproportional.
Engineers could use more condition removal and, IIRC, the devs stated during a Ready Up that they thought engies were currently too weak to conditions, even with that as a designed weakness. My guess is that the Spring feature pack will bring in some new clear options.
Worst part is that I’m pretty sure it will actually be that long -.-