class balance ?!?!?

class balance ?!?!?

in Suggestions

Posted by: dirtyshame.1863

dirtyshame.1863

You give all your melee classes instant abilities for the most part that cleave anything near by and then give them ports and evades that make them almost uncatchable or unfleeable. Mesmer’s get the only instant attacks and they don’t even have to worry about projectile speed b/c most of the clones are created right on the target or they can easily instant pop on top of you and burst you to death while you can’t do anything because of the 6 seconds of daze.

Mesmers, Elementalists, Guardians, and Warriors rule the land in wvw. You guys keep nerfing the underdogs and leaving what you broke to begin with.

Mesmers—— really, I don’t want to hear a single one complain. If you aren’t rocking the zone, you can’t play one right. Losing my target everytime they disappear. Having clones trigger or eat full on attacks that take you 30+ seconds to wait on and the mesmer makes 3 more clones every 5 seconds? Then you waste your AoE caps eating one of their 100 hp clones that will just return on a quick dodge since most run that spec.

Elementalists—- Take some of the healing down already on this class. I was leveling mine the other day and just sat in water melting things and healing up to full constantly. It was easy, to easy, I was bored. For a game with no holy trinity, this is one self sufficient killer healer.

Projectiles that penetrate need to “cleave” in a sense that the projectile is wider, either in a cone pattern close to melee range, like 450 or twice as wide as they are now at full range. Really either all attacks should cleave or none. Having to run in a circle trying to get more than one mob/enemy in line especially if they aren’t stuck at different speeds or an animation for an ability. Meanwhile melee just cleaves it down, hitting at twice the speed of a projectile/ranged class because somewhere people think, well ranged can’t be tough up close because they are meant to stay away, yet melee just stays right on your face with no real way to get them off.

You are thinking about AOE problems all wrong. Zerging should be punished if it’s not smart. AoE should be limited to how much a single target can take from AoE damage, and then increase in power with more targets hit. This will keep people from bunching up as a school of fish and just button pushing tiny groups to death.

Melee needs slower casting speeds on some of their attacks. Ranged needs just as many evades as they do in this game and much faster casts.

Necro gets death shroud which is easily eaten through in a zerg escape… compared to invis on mesmer/thief and invul on guardian/ele. You give nothing to the same 3 classes that have been behind since launch. Engineer, Ranger, Necro. Ranger can do more condition damage than Necro which doesn’t seem right. Engineer has to work 3 times harder than any other class. Necro doesn’t have the brunt force to back up its weak mobility.

I am sick and tired of watching 1 mesmer dance around 3 opponents because target lock doesn’t stay on them, and this game is on average far too fast to be switching targets looking for the one moving correctly. Besides you are stuck running from the mesmer as well as 3 mobile bombs with various side effects.

Guardians teleporting and Warriors using greatsword like bullet train punching get out jail free tickets. I’ve seen warriors out run zergs like crazy and then your ranged classes just get eaten. And poor Engineers being stuck medium range when you actually mean you can use half of your skills up close and the other half is meant for 1,200 range. But they are the only classes with no default 25% speed increase to get in and out of this medium range… unless you wanna spend the 10pts and the slight GCD to switch to a kit (hope you run at least one) every 5 seconds to obtain it.

Ranger and their awful pets. I can tell you failed from the beginning allowing pets to even be able to be targeted by Agony. Try the harpy fotm, the dredge fotm, or the ice elemental fotm. All of these, you can’t get your pet to where it needs to be or out of the way fast enough to prevent death. F3 needs to immediately port the pet back to the feet of the ranger, and I mean “feet” not 250 distance beside me to where it still gets hit/cleaved and not when it has time to jog back over. F3 should perma stow the pet, then the ranger can hold the pet out of the way since it can’t dodge until trouble has passed. Either that or you go the way of WoW and let it take 90% less AoE/cleave damage. You expect the pet to be at least 30% or better portion of damage but you cannot save that thing w/o speccing deep into BM and watching it more than you or the target. Pet AI is horrible. Fix it or just make the pet do no dmg and give whats missing back to the ranger. We can use them for utility and a few control skills.

class balance ?!?!?

in Suggestions

Posted by: Nikkinella.8254

Nikkinella.8254

You’re also forgetting Thieves and how stupidly overpowered they are. I can crit even the tankiest people for over 10k with minimal effort. And if they live? Just stealth and try over and over again till I inevitably kill them. It’s by far the easiest “I win and there’s nothing you can do about it class” that I’ve played in any game ever. I don’t understand why there’s so many complaint threads by thieves about how hard they have it. you have to be pretty inept and not pay attention to what your surroundings are to actually die even when fighting 3 or 4 people at once. I can only imagine how much easier it will get when we eventually have full ascended armor and weapons. And thief isnt even my main. I’ve spent the least amount of time on it out of all classes.

(edited by Nikkinella.8254)

class balance ?!?!?

in Suggestions

Posted by: NinjaEd.3946

NinjaEd.3946

You also have to be practially afk to die to a thief. They are really easy to kill. Most people think," I heard thieves are incredibly overpowerd, maybe I’ll make one and start 1-shotting people" but many people (including me) already know this and have found numerous ways to render them useless even in 1v1. From what I’ve seen (and complete guessing from what I’ve seen, havn’t actually tallied anything) atleast 60-80% of thieves go stealth and run straight. Either away or towards, making their next move incredibly easy to predict.

The only good thieves (I’d say it’s appropriate to call me “good” but I’m no where near pro) stalk their prey and pick out the little guy (not talking asuran here). Good thieves pick their fights, they don’t run into groups trying to 1v10 because they know they’ll likely die unless the group is full kitten and running around with 0 cc skills which I find impossible. Thieves can’t recover from damage nearly as well as the other professions, so yeah they do have it quite hard. They also have almost no access to defensive boons (regen(very short lasting), protection, aegis, etc), their only defence is stealth and dodging but there are professions who can dodge just as well as thief (engi can maintain constant vigor, ranger has several ws that evade and good endurance regen). Theives are fine where they’re at, you really have to be new to the game or been out for awhile to get dropped by a thief when surrounded by allies.

Thieves also suck kitten at support, mesmer can stealth allies better and they arn’t even the “stealth class”.

“I’m waiting for the staff to get off their lunch
break. I feel like they should be back by now..”

class balance ?!?!?

in Suggestions

Posted by: CreativeAnarchy.6324

CreativeAnarchy.6324

So, your suggestion is to buff rangers and maybe engineers. Ok. You should be more clear in your post instead of a ramble.

You don’t need to bag on the other classes just to ask for a buff. Same goes for engineers. Other classes are quite fine and don’t need a nerf if you are trying to hint toward one.

Thieves are also fine.

Target lock on mesmers only disappear in one case and I think it is when they blink. Not too sure specifically what the ability is that makes the target lock drop but the only time I’ve seen it go away is when they do a short teleport(unless they are able to swap places with one of their clones.) Any other time, I can keep my target locked on them when they are making their clones.

I speak for my self and no one else. Only fools believe they speak for a majority.