(edited by Mysticjedi.6053)
Things we know
not only are world bosses to easy.. all WvW keep lords are to easy. a small group of 5 can burn down the SM lord in 10 seconds…
https://forum-en.gw2archive.eu/forum/game/wuv/Alpine-Maps-fine-tuning/first#post6139462
Things I’ve seen:
New Guardian elite signet isn’t being affected by the signet traits; would be nice if Guardian was affected by the signet as well.,In pvp, conditions are destroying small health pool classes forcing players to use condition cleansing utilities just to try to survive. This will affect build variety. Suggestion- All classes should be able to use resistance like what you did when you introduced torment .
In pvp Guardian is feeling a little “eh”. Low health pool + high condition damage = a lot of insta-deaths. A lot of the traits feel pretty useless for Guardian. Dedicating a whole line just for the meditations, but really having nothing great in there besides meditations feels like a waste.
I did notice that in pve my burning damage as guardian is high. I think the way I’m geared I do 980 burning damage per tick and every 3 attacks.
I have to say, people actually having to bring condi clears is a positive change. If you do not have to do that, that just means conditions are worse in every way than power-damage. Also in higher sPvP and in a tournament-style environment that might make players who focus on support viable. Sure it is too strong right now, but if it comes to the point that condi clears are no longer needed again, Anet failed to balance the conditions properly.
Aren’t the world bosses supposed to be easy? All this does is make the whole process more fun since they don’t rely on a million HP just to lenghten the fight.
Things I’ve seen:
New Guardian elite signet isn’t being affected by the signet traits; would be nice if Guardian was affected by the signet as well.,In pvp, conditions are destroying small health pool classes forcing players to use condition cleansing utilities just to try to survive. This will affect build variety. Suggestion- All classes should be able to use resistance like what you did when you introduced torment .
In pvp Guardian is feeling a little “eh”. Low health pool + high condition damage = a lot of insta-deaths. A lot of the traits feel pretty useless for Guardian. Dedicating a whole line just for the meditations, but really having nothing great in there besides meditations feels like a waste.
I did notice that in pve my burning damage as guardian is high. I think the way I’m geared I do 980 burning damage per tick and every 3 attacks.
I have to say, people actually having to bring condi clears is a positive change. If you do not have to do that, that just means conditions are worse in every way than power-damage. Also in higher sPvP and in a tournament-style environment that might make players who focus on support viable. Sure it is too strong right now, but if it comes to the point that condi clears are no longer needed again, Anet failed to balance the conditions properly.
But if you’re feeling forced to equip skills that aren’t as good as others just to survive then you’re just forcing people to run sub-optimal builds.
I feel people should bring at least one condi cleanse, but feeling like you have to run more will just swing the meta into a different kind of forced play. There are always some utilities that just don’t fit certain game types, but in my mind a balanced meta is one where you don’t have to feel like if you don’t use X utility you’ll die. That’s just my opinion though.
Boon sharing skills are broken, like Necro’s Blood Is Power gives 8 might to everybody, not 5 people as the skill states. Fix all boon sharing skills and bosses should be much slower instantly.
I am playing this game for 3 years how many time I have to unlock same traits again and again. Don’t tell me this compressed skills are new skills.
If you are level 80, its just some mouse clicks to get trained all the way back up. Quit crying..
At least they removed the trait books that you could buy, now you don’t have to spend anything, not even time to go get them.
Just saw 4 guardians(medi guards) soloing tower gate(not reinforced) in 5 min. any chance you try to get closse to them,you get burns and dpsed really hard
Problems with the patch:
1. Burning is OP… reduce by half
2. Extra traits gave too much of a damage increase. Up to 20% direct damage increase in most cases…. Too late no going back, increase all enemy HP by 30%.
3. Quickness is OP now. Instant 50% damage increase which stacks. I had 50s of quickness at teq… either cap quickness at 10s, or reduce it to 25% damage increase
4. Buff to zerker gear further exasperated the problem… Increase enemy armor by 10% to compensate.
5. Boons are over the top in general. 25 stacks of might, and 100% fury uptime are essentially baseline now. I have never seen these boons drop off in the group since the patch. This is ANOTHER 20% damage increase… significantly reduce boon durations.
So overall direct damage has seen a: 20% increase from traits + 50% increase from quickness + 10% increase from stats + 20% increase from boons = 100% direct damage increase over before.
That’s right, direct damage users are doing DOUBLE the damage they did before the patch when in a group. Then add in the ridiculous burn damage and that accounts for 99% of your problems.
Right now, PVE is completly broken. We do way too much damage.
Well it’s a pleasant change, I can live with it !
Better than my Ranger shouting “Let’s do some real damage”, and me saying “Yeah right”.
You can have your’s nerfed, but let Rangers stay as they are now, that will bring us inline with the others.
(edited by Solid Gold.9310)
I always wondered why some people insist on playing builds like condi guard when the class is obviously not good in condi application, it has burn and errrm, burn. Still people want to be equal to every other class with any IPHIW build they like and want it to work just as effectively as other builds in any content of the game.
“But my signet condi ele sucks at clearing trash mobs in pve” and so on…
I think some take the “I play how I want” to the extreme and expect Anet to cater to them.
So can i PVE is about grinding gear for WvW any way. I like doing it faster.
Vials Maize Balm Exploit(Halloween) 2014
Locked out of JP (Wintersday) 2015
1.) For the condition damage have you considered just adding an base % damage reduction modifier to all damage based conditions to players?
-If you nerf conditions themselves it will do damage to condi builds in PvE.
-This modifier can be different on a class by class basis, allowing certain classes to be weaker against conditions than others.
Please for the love of all that is holy Warrior Shouts can not scale 1 to 1 with HP AND start at 1k. Healing power is a useless stat. Having skills that require you to invest heavily on it, specially since you do not have the pve flexibility in SPVP regarding stats, only serves to break those skills and traits.
They do not need to be awesome, but you need to consider that not everybody that used shouts before run celestial gear, specially not in PVE. With this change you have pidgeonholded every warrior into either the default stance based high burst builds which are entirely CD dependent and the exact reason while i did not play them or a Celestial Condition based builds.
Please as a suggestion, make them base 1.5k heals and scale 1 to 1/2 healing power. Damage has overall increased across the board, reducing shouts to 1.5k from the previous 1750 average is already a nerf.
Vials Maize Balm Exploit(Halloween) 2014
Locked out of JP (Wintersday) 2015
Just getting these out there so we know we are all in agreement:
1) Conditions seem a bit strong
2) World bosses are currently too easy
3) There are some bugged skills and traits
4) There are some overpowered buildsWe won’t fix it all at once but these are four large topics we are talking about. In the meantime keep the feedback and bug reports coming, and I guess farm up some world bosses. We are dedicating time towards these issues and are intending to resolve them as quickly as possible. As we have said before, the live environment differs too greatly from anything we can reliably simulate internally so big changes like today’s build will cause things to sometimes change at an alarming rateTM.
Thanks for your patience,
Jon
Please, before you start knocking down condi numbers, consider other methods of balancing that are involving active play which would punish unprepared.
1. Rethink Resistance boon durations and powers that would give that boon.
2. Protection boon also works on condies
3. Balancing through traits that would resist condi
4. Experiment with shorter cooldowns on condi clears.
5. Introducing actual elemental resistances (because if you have elemental damage you should probably have resist as well otherwise you end up in a situation like this)
Some more ideas for traits lines for Guardians see here:
https://forum-en.gw2archive.eu/forum/professions/guardian/Top-4-Things-Anet-should-change-before-Patch/first#post5185276.
My biggest concern is PvP there have been enough issue with match-making and the ladder system that I would really like to see some balance soon.
(…)
Other than burning can you explain to me how conditions are OP now? Bleed was nerfed, so if it wasn’t OP before the patch then it is fine now. Are you saying torment is doing too much damage? poison?
People keep saying that conditions are the cause of this crazy damage yet say nothing about:
1. 4 extra traits for everyone, usually including 1-2 +10% direct damage traits
2. Buff to zerker gear
3. stackable quickness (i’ve had up to 50s of quickness at teq….)
4. Boon spam everywhere (guards, rangers and thieves can stacks 20 MINUTES of fury)Once again, burning needs a significant damage reduction, but I have not heard a single argument against the other conditions yet…
That’s true, but if they buff zerker gear means more raw power, players are already doing much more damage on melee (toughness in wvw feels like playing almost zerker already…), and yeas by condi i ment burns, since i mostly play guardian forgot other classes had more condis to use besides fire :P
(sidenote) i didnt spend much time on spvp but some condis there can make some pressure and felt like playing gw1 it was really cool.
(edited by Aeolus.3615)
Don’t expect huge balance swings
Thank god!
Because I’m so happy conditions are FINALLY powerful.
Last thing I need is conditions being nerfed into oblivion once again.
~Sincerely, Scissors
My thoughts on everything PvEwise.. I love it. I realize you’re going to tone down some of the condis…I just hope you don’t kill what we’ve got. I never liked condi builds because I felt so weak before. Now I might actually play something other than zerk.
I think that an innate Condition Duration Reduction (CDR) effect should be applied to all targets (players and mobs) in proportion to the number of condition stacks they are being affected with.
If I have no conditions on me, I get a 0% CDR.
If I have 1500 stacks of conditions on me, I get a 99.9% CDR.
By having conditions drop off faster when dealing with a larger number of condition inflictors, we can mitigate the rapid burst that is coming from a damage style that is supposed to be the opposite of burst.
Current contents are not challenging at all.
First, condition damage base should be reduced, but we will gain it exponentially if condition gears are equipped. Or we basically reduce condition damage factors. Or condition damage equations become non-linear.
current linear = 0.06 * condition damage + 20
reduced non-linear = 0.000000015*(condition damage^3)+20
(see attached image)
Second, since all player stats are boosted, all bosses and enemies stats should be boosted as well. Otherwise, player stats should be reverted.
(edited by REVOLVET.4807)
I don’t think conditions are too powerful (in fact, I would even increase scaling for most of them).
I don’t even think burning is too powerful.
There are for sure some burning application skills/traits, like Judges Intervention or Zealots Fire, which need to be toned down (or, at least, split between PvP and PvE), but damage numbers look fine for the most part.
Some world bosses being melted in PvE was totally expected.
The old condition system rendered any kind of condition/hybrid build useless for massive fights, while uncrittable foes remove any advantage from high power damage builds.
The solution is as simple as getting rid of the uncrittable nature and increase health pools.
I don’t think conditions are too powerful
Well one thing I do know is that after being completely and utterly useless in PvE for almost 3 years the last thing they need is a nerf now that they are FINALLY powerful.
Luckily Jon already confirmed that whatever balance change comes, it won’t be huge. So even if they are nerfed, they won’t be nerfed a lot.
This is why PvE and PvP should always have been seperated, balance wise. Because some things that work well in pvp are kitten in pve, and vice versa. If you are going to simply apply the same balance changes to both of them, you will always end up with one of the two broken.
~Sincerely, Scissors
(edited by Windu The Forbidden One.6045)
Explain like I’m 5: Why can’t they just increase the health of world bosses, or add them more immunity abilities like aegis or resistance, and also fine-tune the PvP damage of conditions like they did with Confusion?
They could also introduce a diminishing return on the damage from too many stacks of condition.
I hope they will not overnerf condition, or condition will be useless for another 3 years
[Skol]
Yeah guard burning might need to be toned down a little (don’t make it useless like it was though).
At Shatterer, full zerk gear, traited for burning, 25 stacks of might and I was getting 2k-2.5k burn ticks. With all of my gear being zerk, I’d expect a bit less than that. It’s good mind you and I love being able to dish out whopping amounts of damage (that’s why I played a fire aura tank in CoH…I like being godlike). Just be gentle with the toning down.
And since I don’t see it often enough. Thank you Jon (& others) for openly communicating with what’s going on and what you’re all currently thinking about.
Yeah guard burning might need to be toned down a little (don’t make it useless like it was though).
At Shatterer, full zerk gear, traited for burning, 25 stacks of might and I was getting 2k-2.5k burn ticks. With all of my gear being zerk, I’d expect a bit less than that. It’s good mind you and I love being able to dish out whopping amounts of damage (that’s why I played a fire aura tank in CoH…I like being godlike). Just be gentle with the toning down.
And since I don’t see it often enough. Thank you Jon (& others) for openly communicating with what’s going on and what you’re all currently thinking about.
Good pve burn from a guard makes up for a more than lack luster trait lines though.
I’m more concerned with pvp aspects. The pve issues feel simple. Increase the health pool of enemies to counteract increase in damage. PvP you can’t do that. You have to separately balance. I wouldn’t mind a slight tone down of conditions in pvp.
Just getting these out there so we know we are all in agreement:
1) Conditions seem a bit strong
2) World bosses are currently too easy
3) There are some bugged skills and traits
4) There are some overpowered buildsWe won’t fix it all at once but these are four large topics we are talking about. In the meantime keep the feedback and bug reports coming, and I guess farm up some world bosses. We are dedicating time towards these issues and are intending to resolve them as quickly as possible. As we have said before, the live environment differs too greatly from anything we can reliably simulate internally so big changes like today’s build will cause things to sometimes change at an alarming rateTM.
Thanks for your patience,
Jon
Well, I think this is just balancing,
Pve conditions are still weak compared to the zerker “meta”, pvp conditions (burning especially) are too strong. I think the problem is that you can’t gear against condi damage like you can against normal damage.
Why don’t you make all players more resistant against condition damage and even increase bleeding damage a bit? you can increase PVE bleed damage whilst reducing PVP condi damage.
Or: Just make (world) bosses and pve mobs get more toughness if you don’t plan on making players more resistant to condi damage. That way normal damage gets toned down and condi may be viable in meta
Either way is fine for me: make players more resistant to condi damage or PVE mobs resistant to normal damage.
Wow, condi stacking fire burns melting people.
I get that you all couldn’t catch EVEYTHING, but someone HAD to stop and say “hey guys, think we should see what it would be like to make the most min-maxed version of this condi build, then have them and someone else explode on someone in a PvP match” just test if it was broken BEFORE release? I mean seriously, 5 minutes of testing this scenario. I can’t believe no one thought that this would happen right?
And yes, the passive, I’m just gonna send these condi stacks back into your face from necros.
I’m going to abuse the daylights out of that one.
Soraya Mayhew – Thief
Melissa Koris – Engie – SF for Life!
I don’t think conditions are too powerful
Well one thing I do know is that after being completely and utterly useless in PvE for almost 3 years the last thing they need is a nerf now that they are FINALLY powerful.
There is a compromise. Conditions can and should be powerful. The issue is that an 8K burn tick can be applied in 3s. If that 8K burn tick required continuous application over say 6s-8s (ramping up to), we would have far greater balance. I know this seems like it’s going to be less than a straight Power build, but remember you are building damage (and doing Power damage) along the way and there should be a rough break even point of fight > 10s goes to condition (because there is this thing called condition removal to offset output).
In PvE, that still makes conditions strong as all be in boss fights. Conditions simply need to ramp from low to high through application at a bit more frequent rate and lower damage value per application (i.e. remove these 3x to 10x stack abilities). If the condition requires 3x+ per attack stack to be viable, it’s broken.
TL;DR What wasn’t taken into account in the new build environment is how much the new stat allocation + new condition formula + vulnerability + new rapid application of condition stacking all work together so well. The easy way to fix this is adjust the condition damage formulas (you have to account for the base stat increase and some factor of vulnerability condition). The better option is to adjust the application rate (remove the 3x – 10x at once application abilities) and then adjust the condition damage formulas.
(…)
Other than burning can you explain to me how conditions are OP now? Bleed was nerfed, so if it wasn’t OP before the patch then it is fine now. Are you saying torment is doing too much damage? poison?
People keep saying that conditions are the cause of this crazy damage yet say nothing about:
1. 4 extra traits for everyone, usually including 1-2 +10% direct damage traits
2. Buff to zerker gear
3. stackable quickness (i’ve had up to 50s of quickness at teq….)
4. Boon spam everywhere (guards, rangers and thieves can stacks 20 MINUTES of fury)Once again, burning needs a significant damage reduction, but I have not heard a single argument against the other conditions yet…
That’s true, but if they buff zerker gear means more raw power, players are already doing much more damage on melee (toughness in wvw feels like playing almost zerker already…), and yeas by condi i ment burns, since i mostly play guardian forgot other classes had more condis to use besides fire :P
(sidenote) i didnt spend much time on spvp but some condis there can make some pressure and felt like playing gw1 it was really cool.
This is wrong. The only players getting benefit from more power are the ones that previously did not invest in the trait line that gave power. The people that did get the exact same raw power as they did before mainly 2300. So while yeah in average there is a bit more damage going around, but the bigger numbers are not due to extra power stats from gear.
Guardian Pre patch Full zerker + 6 points in Zeal =2313 power
Guardian Post patch Full zerker =2300 power
So extra damage is not coming from The Raw power Stat.
There arent extra stats points int the game, they simple changed source. Damage is coming elsewhere.
Vials Maize Balm Exploit(Halloween) 2014
Locked out of JP (Wintersday) 2015
(edited by Apolo.5942)
Let’s be clear, this version of condition stacking and condi builds being viable in all games modes is a large part of our goal. We just want to make sure we don’t create imbalances that actually make the game less fun. Don’t expect huge balance swings, but rather our balance goal has always been to make more small adjustments.
Don’t expect huge balance swings except for the fact after a few hours of live you just killed Condi mesmers and stuck us stright back into power shatter only.
We don’t trust you.
Things we know:
1- We are 100% sure that we destroyed the game.
2- We reached the objective so with spaming 2 o 3 skills you kill 1 or 2 enemies in 2 sconds without losing health.
3- We bugged all skills and traits.
4- We found the most OP builds ( yes more than before patch ).
5- We are not interested in feedback of gw2 users.
6- We dont test anything before launching patches because we dont have testers.
Thank you anet because you continue destroying your game patch after patch.
Burning is OP.
But the problem isn’t really burning.
Its the skills that apply it.
Burning is intended to be a hard hitting condition with limited applications.
Skills that apply burning were “balanced” around applying a stacking duration burn.
using the engineer example, Blowtorch+incendary powder+incendary ammo+throw naplam was not intended to be stacked intensity. what was 1 burn over like 20seconds…
is now, 3 stacks blowtorch for 11seconds, 2 stacks powder over 8s,3 stacks IA over 7s, and 6 stacks napalm over 6s… 14 stacks of burning applied in like 2 seconds.
There is cooldowns here… but, the cooldowns make sense for a +duration condition, not one that stacks intensity.
I love the condi changes, and am happy to see what adjustments ANet makes. Fo too long, condi builds were a joke in PvE, and now that they’re viable, please adjust PvP in a way that doesn’t handicap PvE.
As a former MMO developer, I strongly, strongly urge ANet to reconsider their “PvE must be like PvP so people can do both w/o confusion” mantra. It is HURTING Guild Wars. The two modes of gameplay are NOT similar in goals, tactics, or circumstances.
You will never make on game that works for both modes, just as most attempts to make a pickup-sportscar have failed. Sure, some people like their El Camino or Brat, but the vast majority of people who need to haul stuff buy a real pickup. If I’m playing PvP, I’m thinking very different, and want different things, than when I’m playing PvE.
You’ll lose more sales by making people’s favored game mode unpleasant, and gain by making all modes optimal if slightly unique.
BTW, GW2 is the only MMO I play. I don’t play the games I used to work on. Yes, I’m saying GW2 is better than the products I was part of.
(edited by Sytherek.7689)
Second, since all player stats are boosted, all bosses and enemies stats should be boosted as well. Otherwise, player stats should be reverted.
Wrong
Guardian Pre patch Full zerker + 6 points in Zeal =2313 power
Guardian Post patch Full zerker =2300 power
Vials Maize Balm Exploit(Halloween) 2014
Locked out of JP (Wintersday) 2015
WB might die too quickly, but let’s face it…they take no skill or effort to complete anyway.
Most of the time I’m alt tabbed during those fights and I still get gold medals.If a guardian managed to put 8k ticks of burn on you…you deserved to die, and should have been downscaled to lvl 1 so you can start the game all over again.
But still, burn might be a bit strong…who knows, it’s all new for this game. People were used to stacking tougness and protection(which now helps against condi dmg, if you didnt know) and run around like headless morons. Now they’re like, OMG you have to cleanse the condis or you actually die? Really? Tough life.
Not every build people play actually has condi cleanse. With you logic you are forcing people to play builds that will need a ton of condi cleanses to actually be able to live. Wasn’t the point of this patch to open up more builds for players?
Before patch certain condi builds were a weakness for me, by weakness I mean I had trouble winning the fights but could turn the fights around and win. Now after patch they are no longer a weakness but a total doom as I’m pretty much getting instant downed if more than one player is attacking just me and don’t even see any red damage numbers on my screen.
I already posted somewhere else but now reading this I know why I’m getting instant downed without seeing red number damages. The condi ticks are so high is what is causing this.
It has happened a few times to me. I’ll be in a fight, I’m winning the fight, I down the player and are mid stomp when BAM!!!! some condi player/players come and hits me while stomping and I get downed. Since I’ve already been in a fight my health is not 100% but I’ve had over 50% health a few times and a condi player has come in and downed me mid stomp.
Also if I’m getting downed mid stomp while my health is low, how am I suppose to cleanse the condis that are being put on me? Seeing as it happens so fast and I don’t even see it coming. Sorry do not agree with you “tough life” statement
lol @ ppl claiming about PvE damage needing a nerf…
As if PvE was some sort of tactical and advanced system in GW2 that they need to balance…they are not going to balance around PvE..I know he claimed World bosses are too easy… but umm…. they have been EASY for YEARS now.
My 3 year old can go to shatterer or fire ele,etc and spam autoattack…
Only thing that changed was how fast the bosses die, which by all means, is great. Less time spent doing world bosses the better…
Any upcoming changes will be based around PvP… the meta is completely broken right now with this patch in sPvP/WvW..you got ppl just straight up getting FLATTENED with full tanky gear and stats even
Let’s be clear, this version of condition stacking and condi builds being viable in all games modes is a large part of our goal. We just want to make sure we don’t create imbalances that actually make the game less fun. Don’t expect huge balance swings, but rather our balance goal has always been to make more small adjustments.
Don’t expect huge balance swings except for the fact after a few hours of live you just killed Condi mesmers and stuck us stright back into power shatter only.
We don’t trust you.
Speak for yourself, not “we.”
I’m excited by ANet’s recent patch, expected such a big patch to be a bit wonky, and assume they’ll adjust.
As Jon says, there is no way a test server or testing could anticipate everything. They’re essentially using the entire player base as a test platform, the only way they CAN iron out the wrinkles.
And please don’t pull out WoW as an example of how test servers are a panacea. Blizzard’s test realms are largely populated by people who want to preview new stuff. I know people on test servers who DON’T report imbalances because they hope to exploit them when the patch goes live.
Would you stand the same playes going for you with zerker builds ?
lol @ ppl claiming about PvE damage needing a nerf…
As if PvE was some sort of tactical and advanced system in GW2 that they need to balance…they are not going to balance around PvE..I know he claimed World bosses are too easy… but umm…. they have been EASY for YEARS now.
My 3 year old can go to shatterer or fire ele,etc and spam autoattack…
Only thing that changed was how fast the bosses die, which by all means, is great. Less time spent doing world bosses the better…Any upcoming changes will be based around PvP… the meta is completely broken right now with this patch in sPvP/WvW..you got ppl just straight up getting FLATTENED with full tanky gear and stats even
Yup. Tried doing some sPvP amnd WvW last night with my necro on my PvP account, as loved it until I got bored slaughtering at will.
PvP needs a definite adjustment. Maybe limit the stack size in PvP only? Say 50 stacks instead of 1500? That would be stronger than the older 25 limit, but far less than the 1500 boss-gusher.
The reason everybody complains is cause most ppl instantly switched to condition builds nd toughness is only usefull vs DPS , and has no value vs Conditions. Also most “bunker builds” relied a big part on vitality , healing and toughness from trait-points which have been removed making a lot of builds way more squishy then before.
Bleeds seem WAY underwhelming (being most of the condition dmg in the past now I get 1400 dmg from bleeds over 14 seconds which is 100/tick/bleed which used to be 40% higher easy., fire and poison are quite effective BUT solo you have only limited stacks, Also some of my true condi builds ahve 1600+ (necro/ranger) or 2000+ (mesmer) condition dmg Which BOTH are numbers lower then in the past, but coindotion damage seems way more powerful as ppl have no balanced builds or counters,
The combination seems to aggravate the problems also the perma poison seems to create problems for ppl relying on healing a lot.
Been There, Done That & Will do it again…except maybe world completion.
Things we know…
Jon
But let me ask you Jon. Do you know? Do you know the…Muffin Man?
Just read in map chat that Guardians and Mesmers can apparently combo for 40 seconds of Quickness. lol
Second, since all player stats are boosted, all bosses and enemies stats should be boosted as well. Otherwise, player stats should be reverted.
Wrong
Guardian Pre patch Full zerker + 6 points in Zeal =2313 power
Guardian Post patch Full zerker =2300 power
What about other stats?
Imma do some free testing for you? In the live environment? In a 3 year old game? And you want me to also pre-order an x-pac that you guys won’t even tell me how big it is so I can " get access to beta so I can have the priveledge of testing the game for you"? You want me to pre-pay to do free testing of a product that you won’t even tell me all of what’s in it? I had no problem doing this for the base game of GW2. You guys let us know the bulk of what was in the game. It was an unreleased gigantic product.
This is totally different because so much of this release is completely broken. Teq. is dying in 2-3 minutes. People are stacking quickness to insane times. Burning is borked. Stealth stacking is broken.
I have been asking for skill splits for the better part of 2 years! Ranger pets haven’t really been truly addressed since before launch in a way that is meaningful to the class.
I guess what I am tryna say is that it’s really frustrating and disappointing .
Things we know:
1- We are 100% sure that we destroyed the game.
2- We reached the objective so with spaming 2 o 3 skills you kill 1 or 2 enemies in 2 sconds without losing health.
3- We bugged all skills and traits.
4- We found the most OP builds ( yes more than before patch ).
5- We are not interested in feedback of gw2 users.
6- We dont test anything before launching patches because we dont have testers.Thank you anet because you continue destroying your game patch after patch.
LOL actually I had a lot of fun after the patch.Yes certain times I’d die so fast and not even seeing what hit me. At least with this red post Anet sees it as a problem. I’m guessing you would rather have Anet stay quiet, not say anything and just patch the game at some point and hear people cry NERF NERF NERF
At that point you’d make a thread demanding some answer from Anet because lets face it, most think Anet never posts in these forums or even listen to the players. If you think every change made to this game comes from Anet and only Anet, all I have to say is LOL to that.
Anet stays quiet = People complain
Anet talks with us = People complain
Twisting others words around doesn’t quite make your point that no matter what, you are not happy in this game anymore. Might be time so move on. From what he has said I can agree 100% pretty much.
- People log in and the first thing they have to do before they can play is learn both the new unlocking system and the new build system.
That’s the first thing anyone was doing despite us being given builds – including the map complete level 80s. I have three of those. All of them had to be trained before I could do anything, because their build choices, while better than my non-80s, were still a mess. The auto build process simply did not work as it was supposed to do. With the 80s, it didn’t matter. I trained everyone and it was fixed – no problem. With the lower than 80s, I don’t have points and can’t do that.
- at least this won’t matter for lvl 80s if we make all the unlocks possible by just reaching lvl 80.
It doesn’t matter for map complete 80s. It certainly does for lower characters. This seems to imply that our lower characters shouldn’t matter. As someone who just started this game after the expansion was announced, I already feel a bit unwelcome. This cements that feeling further.
Does it break anything if you just add a “refund hero points” button? ….
It actually breaks everything.
It doesn’t break anything to do it once. Every MMO I have ever played simply refunds points on a major update like this. I’ve never not had to respec in that case, and I understand it’s part of the process with change. I can live with it. I can’t live with the mess made of my lower level characters (half of mine are under 80). I just want the ability to reset them once – any mistakes I make with that are my own and I have to live with them. This current mistake isn’t mine and I shouldn’t have to live with it.
Mesmers and thieves pulling off insane bursts from stealth, mesmers stacking insane amounts of stealth, medi guards pulling off crazy bursts with huge burns, condis in general…
Glad Anet has its fingers on the meta’s pulse. Hoping for quick and frequent balance passes.
Stealth ain’t just for thieves anymore I’m loving it hehe