Too high of a burst?

Too high of a burst?

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Posted by: Deified.7520

Deified.7520

Hello,

So I like to watch streams and shoutcast, things like that. I find it hard to get into this games streaming because everything is too darn fast. This is mostly, I find, from the burst. Now I understand burst specs are here to counter bunker specs, but I think both of them kill the game.

The main classes I have a problem with are thief and mesmer’s burst. Both offer little risk and high reward.

Mesmer, for example, their main burst is sending in clones, teleporting with sword and doing blurred frenzy. When they sacrifice their clones, there is no risk or reward. They aren’t putting themselves in harm way, they are only doing a ton of damage with their shatter skills. Then take their blurred frenzy rotation. An instant teleport + immobilze in one skill? On top of that blurred frenzy makes you INVURNABLE and do a ton of damage? The invurnablitiy shouldn’t be with it. I should be able to interrupt a blurred frenzy on me or my teammates, instead of just sitting there and watch them. Blurred frenzy is just too dam good of a skill imo, but it is just the overall burst damage of mesmers.

Thieves are my other example. While I understand they’re not very good in tpvp, they still have a ton of burst damage with, as my guildy theives put it, a lot of “oh kitten” skills that allow them to escape easily, and come back and do another ton of damage.

When classes can do 10k+ damage within seconds, it heavily limits the builds people can put together and makes the overall build variety dwindle. Why? Any build that isn’t bunker or have a ton of escapes has a HUGE risk factor. Every try making a support build? There are some classes that can easily burst you down, maybe every one shot you.

I know what you may be saying, what about warriors 100 blades!??!, what about engineers 100nades!?!?!, what about necromancers wells!?!? It is true that these abilities have a ton of damage, though there is one main difference, they have a HUGE risk factor. Warriors can be CCed and stopped with their 100blades (unlike mesmers), engineers have to be ontop of you and can be CCed to stop them, necromancers have to be in melee range for wells to be effective and you can also easily move out of them.

I watched a couple of fights in dueling servers and participated in a few fights myself with people that were “hybrid builds”, they didn’t have a ton of dps, they didn’t have a ton of survive ability and were unkillable. There were fights that lasted longer than 30 seconds and were very fun.

Too high of a burst?

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Posted by: penatbater.4710

penatbater.4710

It’s still a bit hard to position your clones and have them burst at the exact same time. And generally, if a mes/thief bursts big, chances are they’re also paper-tissue soft

Don’t disturb me, I have a cat in me at the moment.

Too high of a burst?

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Posted by: Deified.7520

Deified.7520

It’s still a bit hard to position your clones and have them burst at the exact same time. And generally, if a mes/thief bursts big, chances are they’re also paper-tissue soft

It is true, they’re squishy. They also have a lot of survive skills. Stealths, invurnability, etc.

Too high of a burst?

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Posted by: Namu.5712

Namu.5712

Pretty easy to lock a mes or thief down. If they have high burst you can bet they die fast.

Risk = low hp and low survive on the hp.

Reward = High burst.

Not sure where this topic was ment to go.

Too high of a burst?

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Posted by: ExZee.8109

ExZee.8109

It’s really a very very small threshold for whether Blurred Frenzy is OP or not since it doesn’t do much by itself unless you follow it up with a 6 clone shatter with a high power, low toughness gear setting. And well thieves are just thieves.

But in the end, it really just comes down to skill

Too high of a burst?

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Posted by: Flissy.4093

Flissy.4093

l2dodge.

Char limit.

Light Up the Darkness
“Dear ANet, nerf Paper, Scissors is fine. Sincerely, Rock”
Elysaurus | Warrior | [LOL] | League of the Legendary | Gandara (EU)

Too high of a burst?

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Posted by: Blood Red Arachnid.2493

Blood Red Arachnid.2493

The risk vs. reward thing is actually about the stats needed to burst, and not necessarily the tactic used. Yes, thieves can ambush players with backstab and mug and heartseeker, but should that fail with 11k HP they’l end up kissing the dirt just as quickly as their opponent. Mesmers can blow their clones and lay down blurred frenzy, but should that fail their only defense is their clones. The fact is that the burst IS there defense, and upon its failure they lack the statistical fortitude to wait for them to recharge.

I don’t have opinions. I only have facts I can’t adequately prove.

Too high of a burst?

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Posted by: Deified.7520

Deified.7520

The risk vs. reward thing is actually about the stats needed to burst, and not necessarily the tactic used. Yes, thieves can ambush players with backstab and mug and heartseeker, but should that fail with 11k HP they’l end up kissing the dirt just as quickly as their opponent. Mesmers can blow their clones and lay down blurred frenzy, but should that fail their only defense is their clones. The fact is that the burst IS there defense, and upon its failure they lack the statistical fortitude to wait for them to recharge.

Eh, after playing both classes I find their utility skills and some of thier weapon skills have a ton of escapes if something does fail. I find that most classes stall for time while their burst is on cooldown, and the way the current game is setup classes don’t have much for a counter, just like trying to stop an ele or thief from escaping. Mesmers for example. Their burst line up isn’t on a long cooldown. So if somehow they fail in thier burst line up, they’ve got mass invis, decoy, CC by greatsword, distortion, dazing, all the while making what seems like an endless amount of clones.

But the main point of this is to ask if the burst is too high, even if you think there is a con to it. I mean I was watching a turny on twitch and the team fights would usually last less than 60 seconds. Usually about 45 seconds, depending on the classes that are fighting. It was dreadfully boring. There was also very little noticable teamwork. Not saying that there is no teamwork in the game, but when watching from the lines it is not easy to spot the teamwork going on. I think those are the two mean reasons that this game has really poor shoutcasting (ignoring the other problems). I mean the fact that this game is on somedays being beat in shoutcasting by games regarded as poor (such as APB, WarZ, Swtor, and even singleplayer games like Skyrim though its not poor).

I think anet needs to find out why their shout casting doesn’t have views 500+, but seems to linger between 200 and 300. Most views being on PvE or WvW. I think they need to put in more ways for players to project themselves as good in sPvP. Maybe give the top 10% players a special title that they can only have while inside of that. Maybe a special icon next ot their name. Give them tournament team ratings so we can see the rise of more team based streams and not single players.