Send Gold to: Chrispytoast
What Class changes need to be made?
Send Gold to: Chrispytoast
Don’t know about Warrior and PvE but i do know that the necro needs a lot of love and A.I can be improved for both ranger pets and necro minions. The Engineers granade kits could use an auto attack even if it does require a reticule. Engineers could probably use a damage boost as well but I haven’t got one past level 7 so heh. Theives that use swords also need some love and attention. The second attack on flanking strike could be quicker and pistol whip’s damage could be increased.
No class changes need to be made. Class FIXES however, do.
Guardian elite skills and the scepter auto attack
Server: Dragonbrand
Guild: [EDGE] Journeys Edge
Ranger spirits, traps, damage, pets, AI, etc etc (give back our poison skills kitten )
i think you get the picture…
Engineer…. lol Damage at least is a start..
I think this has been said, and read by the Devs, ad nauseum.
All the class specific forums give much more detail, which, again, have been read by the Devs.
It all boils down to what the GW2 guys decide to play with, and when. They know what’s annoying us; they’ve known it for months. Nothing new. Just when.
First off all i would give the class “Player that plays the game” the ability to post in the right subforum.
Currently playing Heart of Thorns.
No class changes need to be made. Class FIXES however, do.
Exactly, there’s a long list over in the engineer forums that still have yet to be touched since launch, and no nerfs this time please, 7 months of nerfs on the weakest PVE DPS adventurer class all because they can’t make up their mind on if it’s adventurer or if it’s a soldier class is getting old. I have a dream when the engineers will be able to come out from their bunkers and join the burst dps crowd in pve and all charr everywhere will rejoice!
I think guardians need a viable condition spec, if only because they can’t -not- burn things, and I’d rather they can have a viable condition spec so it’s not a feel bad moment whenever they get in the way of a condition player simply because they can’t turn off Signet of Justice entirely. Fixing the condition cap might help with this, but having a class mechanic that’s not worth building around because the class has little support for other conditions is sucky.
Elementalists need some major relocation of traits to encourage build variety away from 0/0/10/30/30, and probably an overhaul to the attunement recharge mechanic, such as making the default recharge time 9 seconds, removing the lingering elements minor trait and using that effect as the profession stat for the Arcana line (and then buffing other attunement bonuses to make arcana a viable-but-not-completely-necessary match with any attunement and not just water in this scenario). Oh, and also general buffs to air and water attunement attacks in order to make builds that want to stick in those viable (it’s possible to make pve-viable fire or earth builds, but they’re just not fully pvp-viable right now due to all the best defensive traits requiring full water/arcana)
On a general all-round thing, signets and raw stat bonus traits/abilities need rebalancing so they’re not better at lower levels than higher levels; they give too much of a sense of being good and mislead new players. It can be hard to convince a signet warrior that the build that was quite honestly OP when they started using it at level 20 is terrible at level 80, simply because they’re used to it being good and don’t realise the effectiveness drops off significantly as they level up.