Balance Changes That Would Improve Raids

Balance Changes That Would Improve Raids

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Posted by: Vitali.5039

Vitali.5039

Suggestion for:

Necromancer – greatly increase all sources of life siphon’s damage (dark field’s finishers in primis)

Engineer (Scrapper) – Applied Force: garants 2 sec of quickness within 600 range,
15 might required to proc

Revenant – Maniacal Persistence: gain faster stack under the effec of Fury (0,5 sec)
Embrace the Darkness: the revenant is plagued with a random new condition every seconds, while under the effect of Embrace the Darkness condition on you don’t expire

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Posted by: CrimsonRipper.5087

CrimsonRipper.5087

I don’t like your suggestions for Revenant, self-inflicted conditions should be a Necromancer thing only.

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Posted by: Vitali.5039

Vitali.5039

But Revenant’s condi trait line is named corruption, and corruption skills should auto-inflict condi, right?
This could lead to interesting necro/reve sinergy, where condi jump, are copied, return to necro and then been sent to the boss.

Condi reve: viable
Power reve: viable (+3% damage per condi is strong)
Necro required to increase the dps and manage the condition when the reve doesn’t have resistance

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Posted by: OriOri.8724

OriOri.8724

The trait line is called corruption. Rev doesn’t have any corruption skills.

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Posted by: Vitali.5039

Vitali.5039

..you don’t say?

With great power comes great.. corruption.
Don’t tell me that invoke the power of a demon can’t have side effects.

Oh yeah, it’s on the tab.
Use the power of a demon, 100% corruption free, no side effects, try it now!

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Posted by: TexZero.7910

TexZero.7910

Necro can safely be changed by fixing their blood traits scaling. This would open up their diversity slightly for both power and condi builds, you might even see Seraphs stats be run for something other than a meme.

https://wiki.guildwars2.com/wiki/Vampiric (.006 healing power scaling) …Why ?
https://wiki.guildwars2.com/wiki/Vampiric_Presence (.0025 for physical damage and .005 healing power scaling)

That makes 0 sense when you have things like https://wiki.guildwars2.com/wiki/Soothing_Mist that have a 1.0 scaling and another 1.0 from traits.

for all that’s holy fix this.

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Posted by: CrimsonRipper.5087

CrimsonRipper.5087

Might be a concern of having those two stack.

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Posted by: TexZero.7910

TexZero.7910

Might be a concern of having those two stack.

Might be until you realize even if those stacked they are far and away below the potential 2.0 scaling of Soothing mist. Which is a fair comparison because both of those are passive AoE statuses.

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Posted by: OriOri.8724

OriOri.8724

Correct me if I’m wrong, but doesn’t vampiric presence affect the life leech you can trait your minions for? I’m not saying that justifies the oddly low scaling, I just genuinely don’t know.

And yes the scaling on those are ridiculously low. At the same time, in PvE Necro survivability is already ridiculously high, so I don’t see how buffing their life leech will open up their diversity at all.

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Posted by: Rising Dusk.2408

Rising Dusk.2408

You are a whiny casual. Constant movement is another layer of difficulty applied to the combat and the reward is worth it for making you focus more on hand movements

There are about a hundred ways that ANet could implement a damage boosting food that require more skill than moving back and forth. The only thing that seaweed salad achieves is a DPS loss for classes relying on skills that root them.

[VZ] Valor Zeal – Stormbluff Isle – Looking for steady, casual-friendly NA raiders!

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Posted by: Vitali.5039

Vitali.5039

Correct me if I’m wrong, but doesn’t vampiric presence affect the life leech you can trait your minions for? I’m not saying that justifies the oddly low scaling, I just genuinely don’t know.

And yes the scaling on those are ridiculously low. At the same time, in PvE Necro survivability is already ridiculously high, so I don’t see how buffing their life leech will open up their diversity at all.

Yeah, the two traits stack.. but the minion’s attack rate is so low that you should hope that your vampiric presence (max 5 target) will affect some player.. to keep active the life based bonus. Buffing the leech damage (from traits and non) could open a way to use the reaper’s GS trait (more dps from field, more whirl.. maybe 12 easy vulnerability in fractals), dumping a free 50% crit, making mandatorty berserker gear (less life from valk, yay) and will benefit well’s damage (multi hitting AoE leeching skill) to increase the pve appeal of the power reaper

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Posted by: TexZero.7910

TexZero.7910

And yes the scaling on those are ridiculously low. At the same time, in PvE Necro survivability is already ridiculously high, so I don’t see how buffing their life leech will open up their diversity at all.

Life steal – https://wiki.guildwars2.com/wiki/Life_stealing

Because of how life steal works, it alone would open a new play style. Damage whose nature is similar to condition damage in that it ignores armor. If both the power scaling and healing power goes up, you would likely see a small but significant shift of power toward Power reapers & Condi Builds that make use of Blood Magic. Additionally it increases their group support which is already low outside of Epidemic/Plague Signet which is an area that can be adjusted to help slide them into a psuedo-off heal role similar to the old viper druid. Granted you still won’t have GoTL, but any class with a fast enough attack rate will be able to capitalize on that change.

It’s a small shift, I’m not claiming it will make the wheel into a jetpack, but it would offer a unique playstyle to a class and up its group utility all in 1 go.

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Posted by: zealex.9410

zealex.9410

Correct me if I’m wrong, but doesn’t vampiric presence affect the life leech you can trait your minions for? I’m not saying that justifies the oddly low scaling, I just genuinely don’t know.

And yes the scaling on those are ridiculously low. At the same time, in PvE Necro survivability is already ridiculously high, so I don’t see how buffing their life leech will open up their diversity at all.

just make it so the reaper skills or what ever weapon skills consume a portion of your health or they apply a dot effect which you manage with lifesteal ez.

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Posted by: zealex.9410

zealex.9410

And yes the scaling on those are ridiculously low. At the same time, in PvE Necro survivability is already ridiculously high, so I don’t see how buffing their life leech will open up their diversity at all.

Life steal – https://wiki.guildwars2.com/wiki/Life_stealing

Because of how life steal works, it alone would open a new play style. Damage whose nature is similar to condition damage in that it ignores armor. If both the power scaling and healing power goes up, you would likely see a small but significant shift of power toward Power reapers & Condi Builds that make use of Blood Magic. Additionally it increases their group support which is already low outside of Epidemic/Plague Signet which is an area that can be adjusted to help slide them into a psuedo-off heal role similar to the old viper druid. Granted you still won’t have GoTL, but any class with a fast enough attack rate will be able to capitalize on that change.

It’s a small shift, I’m not claiming it will make the wheel into a jetpack, but it would offer a unique playstyle to a class and up its group utility all in 1 go.

or you know make is so shroud skill 4 gives alacrity ^3^ (on a seriois note they should rework how combo fields work so when you use finisher and you are ontop of your own fields they get priority).

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Posted by: thrag.9740

thrag.9740

Blood magic could use some buffs in terms of how much healing it provides the group. It is definitely fair to compare it to ele soothing mist. Right now a pure dps ele would go fire-air-tempest and can hit 31k but you can run water-air-tempest if your group healing is lacking and still hit decent numbers (around 23k was my best as dagger/focus). A pure dps necro running curses-soul reaping-reaper can hit 32k, but can give up soul reaping for blood magic and hit close to 23k (been a while since i tested that). The only difference is the amount of healing they both bring.

As for rev giving itself conditions, that would require a major rework. Necro giving itself conditions is fine because the class was designed to transfer those conditions back. Look at all the condi transfers necro has: staff 4, dagger 4, plague signet, minion transfer, plague sending. Additionally they have consume conditions and shroud to help tank conditions.

But what about rev? They have a lot of abilities to clense and tank (resistance), but no ability to transfer. Self conditions would require a pretty large rework.

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Posted by: OriOri.8724

OriOri.8724

And yes the scaling on those are ridiculously low. At the same time, in PvE Necro survivability is already ridiculously high, so I don’t see how buffing their life leech will open up their diversity at all.

Life steal – https://wiki.guildwars2.com/wiki/Life_stealing

Because of how life steal works, it alone would open a new play style. Damage whose nature is similar to condition damage in that it ignores armor. If both the power scaling and healing power goes up, you would likely see a small but significant shift of power toward Power reapers & Condi Builds that make use of Blood Magic. Additionally it increases their group support which is already low outside of Epidemic/Plague Signet which is an area that can be adjusted to help slide them into a psuedo-off heal role similar to the old viper druid. Granted you still won’t have GoTL, but any class with a fast enough attack rate will be able to capitalize on that change.

It’s a small shift, I’m not claiming it will make the wheel into a jetpack, but it would offer a unique playstyle to a class and up its group utility all in 1 go.

Thats enough to convince me. Would be nice to see it buffed a bit and see what people come up with in game.

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Posted by: Vitali.5039

Vitali.5039

As for rev giving itself conditions, that would require a major rework. Necro giving itself conditions is fine because the class was designed to transfer those conditions back. Look at all the condi transfers necro has: staff 4, dagger 4, plague signet, minion transfer, plague sending. Additionally they have consume conditions and shroud to help tank conditions.

But what about rev? They have a lot of abilities to clense and tank (resistance), but no ability to transfer. Self conditions would require a pretty large rework.

I was thinking about Necro/Reve synergy, where with the use of https://wiki.guildwars2.com/wiki/Pain_Absorption the reve could be immune from the condition drained from the necro & friends, then going into https://wiki.guildwars2.com/wiki/Embrace_the_Darkness (gaining further condition), to copy the condition on the target, and gaining power damage from https://wiki.guildwars2.com/wiki/Bolstered_Anguish
Leaving the transformation to let the condi expire while the resistance is active.. or, thanks to the necro, recycle the condi sending it back to the boss

But an overall rework could only be appreciated.

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Posted by: thrag.9740

thrag.9740

synergy is great, but you can’t balance a whole class around having another class to work with. If your going to have self inflicted condi on rev, it needs to be able to actually deal with it, and 1 second of self resistance isn’t going to do it.

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Posted by: Vitali.5039

Vitali.5039

Its 2 second AoE +1 second (self) per condition drained..
https://wiki.guildwars2.com/wiki/Demonic_Defiance could also help, but you’ll lose poison duration.

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Posted by: runeblade.7514

runeblade.7514

Have a difficulty slider so that I could actually raid.

5x Warrior, 5x Ranger, 4x Elementalist, 4x Engineer,
4x Necromancer, 3x Mesmer, 4x Guardian, 4x Thief, 4 Revenant

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Posted by: thrag.9740

thrag.9740

There is a difficulty slider. Escort and MO are easy, Matthias and Deimos are hard, the rest are in between. If you want to discuss it further, make your own thread. This thread is about balance, not kitten posting.

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Posted by: OriOri.8724

OriOri.8724

@Thrag – Having different encounters be different difficulties is not at all close to a difficulty slider.

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Posted by: zealex.9410

zealex.9410

@Thrag – Having different encounters be different difficulties is not at all close to a difficulty slider.

Kinda is, you do easier stuff and once you get used to them you move on to harder stuff.

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Posted by: OriOri.8724

OriOri.8724

@Thrag – Having different encounters be different difficulties is not at all close to a difficulty slider.

Kinda is, you do easier stuff and once you get used to them you move on to harder stuff.

But you can’t change the difficulty of any single encounter. If you want an easier VG experience, you can’t choose that, because its not a difficulty slider. Its just that not every encounter has the same difficulty

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Posted by: Vitali.5039

Vitali.5039

Difficulty slider it’s like set the easy mode just before challenging the final boss, shouldn’t boss supposed to be “hard” to beat?

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Posted by: zealex.9410

zealex.9410

@Thrag – Having different encounters be different difficulties is not at all close to a difficulty slider.

Kinda is, you do easier stuff and once you get used to them you move on to harder stuff.

But you can’t change the difficulty of any single encounter. If you want an easier VG experience, you can’t choose that, because its not a difficulty slider. Its just that not every encounter has the same difficulty

Yes but easier bosses work as entry to tactics and mechanis for raiding in general so if you do those first you get a better idea what the rest are about. Thats what they see as a slider its not an actual one but an actual one would require more work. This method works for alot of ppl and it is solid.

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Posted by: ZeftheWicked.3076

ZeftheWicked.3076

Caution: genius ahead!

As a raid condi necro i’d like to point out that there is a genius level solution to condi necro and his chill problem.
Let necro inflict chills on himself! Self-inflicted conditions are already a part of necro gameplay and that’s the deeper, more complex part, which raids should reward and bring to light.

The benefits of such move are many and align perfectly with class design and balance. Here are but a few:

a) strong, controlled damage. Chill yourself (with deathly chill on), get chill + 3 bleed stacks. Transfer that, cause additional 3 stacks of bleed from chilling the enemy and end up with 2x the bleeds! No combo field issues, no need for enemies to cast it (to transfer it off allies or getting chilled yourself).

b) access to resistance. Looong overdue might i add! If you use well of power when chilled you get the boon which should’ve been there for necro in the first place!

c) balanced. It does allow some serious damage if used right (and more then one source of self chilling is given), but comes with adequate risks and opportunity costs.
Stacking bleeds on yourself this way can get pretty deadly without a fast transfer.
And said transfer needs to be available (what if you just used it for self-cleanse?) and hit it’s target! (blinds, interrputs, target evading etc).
Also if you use well of power then obviously you’re not getting sick damage from the chill-inflicted bleeds. Resistance or damage, you’re not getting both off this.

That being said (and obvious genius!) i would hate to see reaper shroud #4 lose it’s whirl finisher or #5 it’s combo field. They are both very good and healthy tools for reaper, that allow for some plays in more ways then one.

It’s the uninspired, bland and extremely static deathshroud that needs a trip back to the drawing board!

(edited by ZeftheWicked.3076)

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Posted by: zealex.9410

zealex.9410

Caution: genius ahead!

As a raid condi necro i’d like to point out that there is a genius level solution to condi necro and his chill problem.
Let necro inflict chills on himself! Self-inflicted conditions are already a part of necro gameplay and that’s the deeper, more complex part, which raids should reward and bring to light.

The benefits of such move are many and align perfectly with class design and balance. Here are but a few:

a) strong, controlled damage. Chill yourself (with deathly chill on), get chill + 3 bleed stacks. Transfer that, cause additional 3 stacks of bleed from chilling the enemy and end up with 2x the bleeds! No combo field issues, no need for enemies to cast it (to transfer it off allies or getting chilled yourself).

b) access to resistance. Looong overdue might i add! If you use well of power when chilled you get the boon which should’ve been there for necro in the first place!

c) balanced. It does allow some serious damage if used right (and more then one source of self chilling is given), but comes with adequate risks and opportunity costs.
Stacking bleeds on yourself this way can get pretty deadly without a fast transfer.
And said transfer needs to be available (what if you just used it for self-cleanse?) and hit it’s target! (blinds, interrputs, target evading etc).
Also if you use well of power then obviously you’re not getting sick damage from the chill-inflicted bleeds. Resistance or damage, you’re not getting both off this.

That being said (and obvious genius!) i would hate to see reaper shroud #4 lose it’s whirl finisher or #5 it’s combo field. They are both very good and healthy tools for reaper, that allow for some plays in more ways then one.

It’s the uninspired, bland and extremely static deathshroud that needs a trip back to the drawing board!

that fact that thedmg comes from finishers is really cool tho :/ but id like self inficting and tranfering to be a thing there as well i believe they need to make it so using the shroud 4 will prioritise your chill field.

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Posted by: thrag.9740

thrag.9740

Damage coming from the combo system is cool and unique. But it isn’t fair that necro is the only class to depend so heavily on it. I’d rather a less cool necro that can compete in raids. Of course some sort of combo prioritization system would be awesome and remove many of the issues.

Self chill is an interesting idea. I’m not sure how I feel about it. Depends how it is implemented.

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Posted by: thrag.9740

thrag.9740

Something else that would be nice, is if Anet actually took necro seriously. For example, Engi gets a new buff, and within a month its in the training arena to test on the golem.

Meanwhile, vampire presence is still bugged for as long as I can remember.

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Posted by: Keadron.9570

Keadron.9570

3.) Elementalist: Make a decision, does ele damage scale with hit box or not? Because your meteor shower nerf just made us move towards things like wildfire, lightning orb, and phoenix, additionally skills like icebow 4 and lightning storm still do scale damage with hitbox size. Picking a single skill and putting an internal cooldown on it is inconsistent with the class. Either all skills should have internal cool downs or none of them.

My personal suggestion: Put an internal cool down on every skill, but buff its damage accordingly. Its stupid for 1 class to dominate large hit box, and then another to dominate small hitbox. Balance it so eles do the same damage regardless of hitbox size, and make sure that damage is competitive with condi ranger.

I’ll reply here, being an ele main, but it’s not just about eles.

There’s a big problem with the concept of competitive damage. Condi ranger is soooo much easier to play than ele. You don’t lose 10% damage when something sneezes in your general direction. You don’t lose 10% damage when you stop moving for a second. You don’t have to ground-target your skills just behind your target, or change distance to it constantly so you maximize the damage of your skills. You can simply flank in melee range and you’re golden.

Balancing the damage of both to competitive levels creates a choice between the two only for people who can play them at a near-perfect level. For anyone else (and that’s the majority of the player base), picking the harder class is simply a poor choice. They are limiting their own efficiency and hindering their own groups.

How about give these players an actual choice that actually matters? Because, let’s face it, whether qT take eles or condi rangers would only change their clear times, and only by very little. However, a player of lesser skill could potentially choose between an easier to play class for more consistent results and a harder to play class for better potential results. Taking a risk, betting on their own play. Now, that’s an actual choice.

And this doesn’t just apply to eles and condi rangers. Condi engi has the same problem compared to much easier dps builds. And there are other easy dps builds on thief and guard too, which produce far too much dps far too reliably. Not to mention the condi ps.

There has to be a bigger gap in dps to justify considering a harder class. Current balance only looks at final damage numbers. No, that’s not how you balance.

^this

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Posted by: zealex.9410

zealex.9410

3.) Elementalist: Make a decision, does ele damage scale with hit box or not? Because your meteor shower nerf just made us move towards things like wildfire, lightning orb, and phoenix, additionally skills like icebow 4 and lightning storm still do scale damage with hitbox size. Picking a single skill and putting an internal cooldown on it is inconsistent with the class. Either all skills should have internal cool downs or none of them.

My personal suggestion: Put an internal cool down on every skill, but buff its damage accordingly. Its stupid for 1 class to dominate large hit box, and then another to dominate small hitbox. Balance it so eles do the same damage regardless of hitbox size, and make sure that damage is competitive with condi ranger.

I’ll reply here, being an ele main, but it’s not just about eles.

There’s a big problem with the concept of competitive damage. Condi ranger is soooo much easier to play than ele. You don’t lose 10% damage when something sneezes in your general direction. You don’t lose 10% damage when you stop moving for a second. You don’t have to ground-target your skills just behind your target, or change distance to it constantly so you maximize the damage of your skills. You can simply flank in melee range and you’re golden.

Balancing the damage of both to competitive levels creates a choice between the two only for people who can play them at a near-perfect level. For anyone else (and that’s the majority of the player base), picking the harder class is simply a poor choice. They are limiting their own efficiency and hindering their own groups.

How about give these players an actual choice that actually matters? Because, let’s face it, whether qT take eles or condi rangers would only change their clear times, and only by very little. However, a player of lesser skill could potentially choose between an easier to play class for more consistent results and a harder to play class for better potential results. Taking a risk, betting on their own play. Now, that’s an actual choice.

And this doesn’t just apply to eles and condi rangers. Condi engi has the same problem compared to much easier dps builds. And there are other easy dps builds on thief and guard too, which produce far too much dps far too reliably. Not to mention the condi ps.

There has to be a bigger gap in dps to justify considering a harder class. Current balance only looks at final damage numbers. No, that’s not how you balance.

^this

Tbh idk i feel thief and guard are ok where they are thief brings no real support to the group so its dmg should be high to balance that out and guard hass less dps iirc than both ele and thief but scales well on small hitbox and big so its realiable at both while bringing minor at times not needed support. Condi engi with the buffs feels like its in a really good spot atm, but idk im not an engi main.

The issue is mostly condi ranger, the dmg it deal i suppose its too hight with too little requirements and that makes it a better choice for groups .You gotta have in mind tho that condi ranger takes no supportive skills so thats why their dmg iss hight since a group will have b default 2 rangers (druids).

The issue at the end of the day for ranger and to some extend the theif is that both have a rather easy playstyle and they dont bring much if anything to the group. (The thief rotation is really sad, having to spam dodge every once in a while and aa with the ocetional staff 2 mixed in there sounds boring and uninteresting).

The diff with condi ranger and thief is if they nerf druid and 2 are not anymore a must( or even a having a druid in the first place) condi ranger’s dmg goes down because they will have to pick utility skills that support the group. Then again placing traps correctly somehow makes the classs worthy of the dmg numbers it has…

(edited by zealex.9410)

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Posted by: CrimsonRipper.5087

CrimsonRipper.5087

I’d much rather make the “easy” to play dps classes more complex to play. Likely by nerfing the damage of say: Bomb 1, but at the same time buffing the damage of the dodge-roll bomb, because that thing is on a far-longer cooldown, but is not even considered all that good, but is the best choice for power dps.

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Posted by: ZeftheWicked.3076

ZeftheWicked.3076

Asides necro himself (which is in a bloody shameful state raid wise), the general rule of “balance” is:

“Balance starts with killing off monopolies”.

And right now who’s the tank? That’s right, the chrono. No one else. Ever.
Healer? 90% druids. 10% tempets.

Dps at least offers some variety, but how about letting other professions get a go at tanking and healing?

I’d very much like to see more revenants, necros/reapers, guardians/dragonhunters or even warriors/berserkers get a shot and healing and/or tanking. Not saying it’s not possible atm, but it’s just bit too far of a strech in some cases.

I honestly would love to play reaper tank myself, hell got a build for it in plans. Just if i had more reasons to convince ppl it’s worth the go.

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Posted by: Sublimatio.6981

Sublimatio.6981

anyone can be tank but mes will still have same role as quickness bot so giving tank role to someone else is a waste of 1 squad member

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Posted by: zoomborg.9462

zoomborg.9462

As things stand right now there is no reason to use anything but chronotank. Its way too efficient atm. Ofc u can tank with anything but it’s a rare sight these days.
Two ways to change it are :
1) Make tanking braindead so classes can do full rotations while tanking without needing to dodge or kite or anything.
2) Increase chrono dps by a lot so it actually loses dps potential when tanking.

Both options are terribad tbh. Feels like we hit a wall….

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Posted by: CrimsonRipper.5087

CrimsonRipper.5087

As things stand right now there is no reason to use anything but chronotank. Its way too efficient atm. Ofc u can tank with anything but it’s a rare sight these days.
Two ways to change it are :
1) Make tanking braindead so classes can do full rotations while tanking without needing to dodge or kite or anything.
2) Increase chrono dps by a lot so it actually loses dps potential when tanking.

Both options are terribad tbh. Feels like we hit a wall….

Chrono DPS IMO is probably really good considering it’s a class designed around continuum shift and split. It’s just used for tanking because it’s super effective at it.

Early on it was Necromancer that was the tank, being able to summon minions and gain all the toughness plus 2 health bars made them really strong at the job. Plus condition damage/viper stats made them good for dps on top of that.

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Posted by: OriOri.8724

OriOri.8724

Asides necro himself (which is in a bloody shameful state raid wise), the general rule of “balance” is:

“Balance starts with killing off monopolies”.

And right now who’s the tank? That’s right, the chrono. No one else. Ever.
Healer? 90% druids. 10% tempets.

Dps at least offers some variety, but how about letting other professions get a go at tanking and healing?

I’d very much like to see more revenants, necros/reapers, guardians/dragonhunters or even warriors/berserkers get a shot and healing and/or tanking. Not saying it’s not possible atm, but it’s just bit too far of a strech in some cases.

I honestly would love to play reaper tank myself, hell got a build for it in plans. Just if i had more reasons to convince ppl it’s worth the go.

Chronos tank because their personal DPS is so miserable that the group as a whole doesn’t lose much by them wearing toughness gear instead of full offense. Plus, chronos can still do their quickness and alacrity rotation while tanking, so the group loses nothing, but they would lose DPS if another class were tanking.

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Posted by: Vitali.5039

Vitali.5039

I hope to see a raid Hammer Scrapper tank soon or later..

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Posted by: TexZero.7910

TexZero.7910

I hope to see a raid Hammer Scrapper tank soon or later..

Very unlikely.

Anet killed the potential hammer and scrapper had due to it being “OP” in sPvP.

Until they fix that, and revert those splits alongside some of the alchemy trait nerfs, you’ll be hard pressed to see Scrapper anything.

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Posted by: otome.2673

otome.2673

The way Arenanet is balancing is kittened. Unlike this Post siggest they shouldnt try to make all classes the same. It’s stupid to nerf Elementalist with every patch, they should rather focus on making the classes unique.. For example thieves Steal it stays untouched. Instead of adding stupid ICDs on skills, they could make unique buffs for thieves f2 so he can make up for his lower damage output with unique utility..

Also i don’t get why OP think that power necro that has 10trillion HP needs an dps buff

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Posted by: ZeftheWicked.3076

ZeftheWicked.3076

There are zones where a character should be unique, and where it should not. Problem is that current state is far from “should”.

Chronomancer being prime example. His party wide buffs are too unique and too powerful to ignore. Probably due to that his support build damage is rock bottom. Which means everyone gets their arm twisted into chronotank.

What should be is chronos having greater damage (so they can go dps role without a hitch), but lesser utility with weight of party wide quickness/alacrity upkeep falling more to other professions.

Same for druids and their #1 healer spot. With tons of party-wide damage buffs, a pet that doesn’t have to follow druid’s own stat build (dps pet vs healy druid) they outclass the other 3 potential healers (guards, revs, eles) by far.

How about some fairness and giving the other 3 something to show for and environments to use their strenghts? And no alacrity on rev is not a good start. kitten thing depletes his energy bar, not letting him make any good plays if he wants to focus on keeping it up. You don’t see chronos having such issues while being able to do tons more while there.

I know balance ain’t easy, especially in raid scenario, but right now it is out of whack. If not for damage numbers (save some exceptions), then definitely for how some professions don’t exist in any role at all, while others are the “golden child” that has the sole and exclusive right to hold a given position (mostly healer/tank), and all else is blasphemy…

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Posted by: Azoqu.8917

Azoqu.8917

I know balance ain’t easy, especially in raid scenario, but right now it is out of whack. If not for damage numbers (save some exceptions), then definitely for how some professions don’t exist in any role at all, while others are the “golden child” that has the sole and exclusive right to hold a given position (mostly healer/tank), and all else is blasphemy…

Rangers, Warriors, and Mesmers all need a huge reduction in how much they are needed to be brought. It is so silly that 6 of the 10 spots in a raid are locked up by those 3 classes with only 4 spots left for the other 6 classes. It gets even worse when you realize with how easy it is for condi ranger to do damage that you could lock in 6 spots for ranger alone. Anet needs to get off of their kitten with balance and do some of the following:
1) Make multiple classes be able to might stack. Like maybe remove the 1 second cooldown on Empowering Might for Guardians to start? (always kittenes me off since the Beta)
2) Make class specific buffs hit all 10 people. It’s great that warrior banners now hit all 10, but all that did was let warriors bring a different utility because banners are still needed and they still stack might the best. Ranger spirits didn’t get changed like banners so thanks Anet.
3) Give those same specific buffs to other classes or remove them. 150 power from warrior is amazing, but you’ll always need to bring a warrior because they are the only class that brings it. Guardians have 150 toughness, but lol toughness.
4) Same goes for GotL. Yes it hits 10 people now, but Ranger is still the only one to provide it thus solving nothing, especially with the spirits still needing to be brought.
5) I feel sorry for Mesmers because Chrono is so over powered. Unless it is nerfed hard chronos will never be anything besides a buff bot unless there is more that 3 in a raid. I don’t know about you, but try finding 3 people who want to play mesmer for a raid without one of them wanted to go a different class because one of them is DPSing.
6) Even with the rumors that the next Guardian spec is being a healer/condi/quickness spec, you’ll still take mesmers for quickness because it has 100% uptime (the guardian might as well) and it also brings alacrity. Look at Rev alacrity, it’s a joke. It’s easier to just stay with the Mesmer then it will be to bring a Rev/Guardian combo x2 (cause 5 man cap).

There are many other problems but the main things are the specific class buffs. With how it is now Anet should just bring back enchantments and hexes from GW1 so that we can have even more unique, unbalanced junk. I thought the whole idea for boons was to keep it simple. Just remove the class specific stuff and put might back to 35 power per stack I guess.

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Posted by: zealex.9410

zealex.9410

Asides necro himself (which is in a bloody shameful state raid wise), the general rule of “balance” is:

“Balance starts with killing off monopolies”.

And right now who’s the tank? That’s right, the chrono. No one else. Ever.
Healer? 90% druids. 10% tempets.

Dps at least offers some variety, but how about letting other professions get a go at tanking and healing?

I’d very much like to see more revenants, necros/reapers, guardians/dragonhunters or even warriors/berserkers get a shot and healing and/or tanking. Not saying it’s not possible atm, but it’s just bit too far of a strech in some cases.

I honestly would love to play reaper tank myself, hell got a build for it in plans. Just if i had more reasons to convince ppl it’s worth the go.

Chronos tank because their personal DPS is so miserable that the group as a whole doesn’t lose much by them wearing toughness gear instead of full offense. Plus, chronos can still do their quickness and alacrity rotation while tanking, so the group loses nothing, but they would lose DPS if another class were tanking.

toughness bah its just one toughness infusion and no mesmer os the best tabk coz it has the easiest time avoiding dmg and well yes it gives at the same time great support. Welp make next expac a dps mesmer spec a guard spec that gives quickness and has 20-22k dps.
That way there can be other specs that will be able to tank while not be in need to have great support.

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Posted by: Feanor.2358

Feanor.2358

Just making the buffs affect 10 people in PvE would be an excellent start. I don’t mind taking one warrior for EA + banners + might.

But the problem is, this would powercreep raid squads hard. They’d need to rebalance raids for this.

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Posted by: OriOri.8724

OriOri.8724

If you are pugging and only wearing 1 toughness infusion I will place money on you not taking aggro. You can’t trust every person in pugs to have every piece of gear be min/maxed. You just can’t.

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Posted by: zealex.9410

zealex.9410

If you are pugging and only wearing 1 toughness infusion I will place money on you not taking aggro. You can’t trust every person in pugs to have every piece of gear be min/maxed. You just can’t.

not sure what experience you have with raid but when i pug i usualy do with mesmer and i aask the toughness of the group before hand

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Posted by: zealex.9410

zealex.9410

Just making the buffs affect 10 people in PvE would be an excellent start. I don’t mind taking one warrior for EA + banners + might.

But the problem is, this would powercreep raid squads hard. They’d need to rebalance raids for this.

or idk introduce new mightstacker on expac 2 and uhm remove all the stat buff traits ^^

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Posted by: Rising Dusk.2408

Rising Dusk.2408

or idk introduce new mightstacker on expac 2 and uhm remove all the stat buff traits ^^

Just remove the ICD on Shared Empowerment on Herald, make it only take effect on boons you apply to yourself, and you could see one this expansion pack.

[VZ] Valor Zeal – Stormbluff Isle – Looking for steady, casual-friendly NA raiders!

(edited by Rising Dusk.2408)

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Posted by: Feanor.2358

Feanor.2358

New might stacker only addresses PS. We’d still have Druid and Chrono as mandatory slots in both subgroups.