4x Necromancer, 3x Mesmer, 4x Guardian, 4x Thief, 4 Revenant
(edited by runeblade.7514)
All #2 downed skills are annoying. All of them can prevent a stomp from happening. But you can prevent that annoyance in the first place for some of the profession which is a plus.
The #2 downed skills that can be prevented: You just need stability/invulnerability/and sometime stealth to make that Guardian Knockback, Warrior’s hammerthrow, Necromancer’s fear, etc etc… worthless. Then you get to stomp them without interruption.
However, some #2 downed skills cannot be prevented at all, thus you are forced to be delayed. Elementalist’s mobility, thieves and mesmer teleport.
I propose that you can stomp the elementalist while they are in mist form(or vapor form, whatever it is called). This way, if you immobilize them, you get to stomp them while they are invulnerable. You can immobilize elementalist before they go into mistform but you cannot stomp them while they are in mistform.
For thieves and Mesmer, if you immobilize them, their #2 skill becomes worthless.
Because immobilize is a cheaper condition compared to the expensive stability/invulnerability, it would be more balanced if an elementalist cannot be immobilized while in mist form, or thieves and mesmer gets the same reaction time when using their teleports. This way, you need skill to prevent their annoying escape in the first place. Unlike stability, you don’t need player’s skill to pop up a stability to stop a guardian from knocking you back.
(edited by runeblade.7514)
I suggest same downedskills for all classes, so it is fair already. Same as i suggest same underwatercombat-skills for all, to make it fair. Just saying.
I suggest same downedskills for all classes, so it is fair already. Same as i suggest same underwatercombat-skills for all, to make it fair. Just saying.
I agree totally to that, it can’t be that some classes can prevent stomps for 99% and some not…
@Avathor
And same skills for everyone for on-land fight!
No really man, it would be pretty boring.
I just think they should work on some downed state balance.
RuneBlade is right, some #2 are way more useful then others.
Heck I play Necro and engineer as main, and they prolyl have the worse downed state in game.
On My engineer, If I get downed at the same time as the ennemy, I know I just lost the fight. My #1 do weak damage and random condition (in downed vs downed fight, all my condition except bleed is useless.), my #2 got a long charge up time and do weak damage. Only our #3 hit like a truck, but you need to be right next to them.
In downed vs downed state fights :
Engineer vs Ranger : Ranger lick wound and kill me
Engineer vs Necromancer: Necro #1 hit really hard over time, and leech life. Still can be a close fight.
Engineer vs Guardian : Over heal us, kill us.
Engineer vs Warrior : Vengeance, finisher.
Engineer vs Mesmer : Mind blast hit like a truck, and #3 rogue have crazy dps.
Engineer vs Thief : Close fight I think.
Engineer vs Elem : Close fight, but if they are losing they just mist form away and heal up.
So It’s Ok, some class have in better in downed vs downed fight then my engineer. You can’t be good in everything.
But the sad thing, is we have prolly the worse #2 for interrupt too. We have a single target pull as #2. Useless in spvp, as most can see the charge up time it take to shot, and just dodge it.
Engineer : Single target, affected by Stability, invul, dodge, blind, stealth ect, low damage.
Ranger : Small AoE, Affected by stability, invul dodge blind stealth ect.. low damage
Thief : 100% sure to interrupt the first stomp.
Mesmer : 90% sure to interrupt first stomp, if unlucky can appaear too close.
Warrior : single target, affected by stability, invul dodge blind stealth ect.. low damage
Guardian : AoE, affected by stability invul dodge …
Elem : 100% interrupt, big mobility.
Necromancer : Single tarfget, affected by stability invul dodge …
So when I play my engineer, I know I have among the worse downed state in the game. I know that If I’m in a downed vs downed fight, 9 time out of 10 I will lose. I know I will prolly not interrupt the first stomp vs a good player.
I know that when I down another engineer, I only have to ether blind/Elixir S/stealth/stability to stomped them. Can’t say that about every other class.
(edited by Kardiamond.6952)
How about we just remove the down system for pvp/wvw, it would solve alot of problems.
I suggest same downedskills for all classes, so it is fair already. Same as i suggest same underwatercombat-skills for all, to make it fair. Just saying.
Make this happen and by the way, make it so that light/med/heavy armor all gives the same defence. Seriously, thats only a few of the advantages of being light armor and you want to take it away, imo heavy armor classes shouldnt have any stomp saver at all considering how overpowered they are and have no draw backs for using heavy armor, only advantages. Stop qqing.
How about we just remove the down system for pvp/wvw, it would solve alot of problems.
You dont have clue about this game do you?
I suggest same downedskills for all classes, so it is fair already. Same as i suggest same underwatercombat-skills for all, to make it fair. Just saying.
Make this happen and by the way, make it so that light/med/heavy armor all gives the same defence. Seriously, thats only a few of the advantages of being light armor and you want to take it away, imo heavy armor classes shouldnt have any stomp saver at all considering how overpowered they are and have no draw backs for using heavy armor, only advantages. Stop qqing.
Somehow i cant see advantage of being warrior (high armor + high HP) against Ele (low armor + low HP).
Can you enlight me please??
So far Ele > Warrior in every single way.
Ele can bunker, support or dps.
As warrior you have big problem to find team, that wants to play with you without “omg Warrior sucks can you change to Thief atleast???”.
I suggest same downedskills for all classes, so it is fair already. Same as i suggest same underwatercombat-skills for all, to make it fair. Just saying.
great idea, we should also have same skills for regular combat that way every scenario is totally balanced
I reckon ele’s should have to have a 1 second (ish) cast time on their #2 like every other class has. That way they could at lest be quickness-stomped if they don’t react quickly or immobilised before they get up and run away.
There is only one change to a downskill that I want. Eles should not be able to run through the portal back to their home base.
Ele downstate needs to be nerfed just like ele.
Other than that, there is a counter to every other profession.
I suggest same downedskills for all classes, so it is fair already. Same as i suggest same underwatercombat-skills for all, to make it fair. Just saying.
Make this happen and by the way, make it so that light/med/heavy armor all gives the same defence. Seriously, thats only a few of the advantages of being light armor and you want to take it away, imo heavy armor classes shouldnt have any stomp saver at all considering how overpowered they are and have no draw backs for using heavy armor, only advantages. Stop qqing.
what…. what is this….
However, some #2 downed skills cannot be prevented at all, thus you are forced to be delayed. Elementalist’s mobility, thieves and mesmer teleport.
Just wanted to point out that with teleports you can stomp a thief regardless of if they use their ability (Judges Intervention, Steal, Shadowstep). Another way to deal with theif teleport (1v1) is when they go down try to get in the centermost part of the point, if they teleport off the point to can timer them and it plays into your advantage.
Mesmers teleport and stealth is shorter than the duration of a stomp. If you cancel your stomp and restart it when you see a " faster AA" it will instant stomp them if they teleport in range (not 100%).
Elementalists have the only true “you can’t stomp me” button as they can choose their target of landing more accurately and can easily time if you will be finished the stomp. I think the largest thing with this is that all of these classes you have mentioned are able to be downed by damage rather easy so it is not like there isn’t another option.
Personally, i think the downed skills are rather balanced with the exception of engi and ele, necros fear needs a shorter cast if you ask me, it has like what? 2 second cast? Yeah… good luck actually interrupting someone with that, you can’t even get it off during a quickness stomp… Eles i think should either 1) have a cast time on their mist form, or 2) be able to be speared while in mist form so they don’t get a guaranteed escape. As for engi… i’d like to see it either 1) affect more targets (IE pull 5 nearby enemies to you) or 2) have an instant cast, because i can’t even hit people with it when they try to stomp me and are even half way decent.
They do need to do some downed state work yet, but it’s not nearly as bad as most people proclaim. There are going to be differences in the downed state and some are going to have different advantages and disadvantages. After the latest Ele change for downed state I think they are for the most part fine. The Engi one could use tweaks, but probably only in the damage department (i.e. Bleeds on #2 and Burns on #3). I’ve seen a fantastic idea that the Engi #2 could be like the Harpoon Gun #3, but that would mean the Engi #2 is no longer defeated by Stability. Whether or not they want that would be interesting, but ultimately up to them.
@Avathor
And same skills for everyone for on-land fight!
No really man, it would be pretty boring.
I just think they should work on some downed state balance.
RuneBlade is right, some #2 are way more useful then others.
Heck I play Necro and engineer as main, and they prolyl have the worse downed state in game.
On My engineer, If I get downed at the same time as the ennemy, I know I just lost the fight. My #1 do weak damage and random condition (in downed vs downed fight, all my condition except bleed is useless.), my #2 got a long charge up time and do weak damage. Only our #3 hit like a truck, but you need to be right next to them.
In downed vs downed state fights :
Engineer vs Ranger : Ranger lick wound and kill me
Engineer vs Necromancer: Necro #1 hit really hard over time, and leech life. Still can be a close fight.
Engineer vs Guardian : Over heal us, kill us.
Engineer vs Warrior : Vengeance, finisher.
Engineer vs Mesmer : Mind blast hit like a truck, and #3 rogue have crazy dps.
Engineer vs Thief : Close fight I think.
Engineer vs Elem : Close fight, but if they are losing they just mist form away and heal up.So It’s Ok, some class have in better in downed vs downed fight then my engineer. You can’t be good in everything.
But the sad thing, is we have prolly the worse #2 for interrupt too. We have a single target pull as #2. Useless in spvp, as most can see the charge up time it take to shot, and just dodge it.
Engineer : Single target, affected by Stability, invul, dodge, blind, stealth ect, low damage.
Ranger : Small AoE, Affected by stability, invul dodge blind stealth ect.. low damage
Thief : 100% sure to interrupt the first stomp.
Mesmer : 90% sure to interrupt first stomp, if unlucky can appaear too close.
Warrior : single target, affected by stability, invul dodge blind stealth ect.. low damage
Guardian : AoE, affected by stability invul dodge …
Elem : 100% interrupt, big mobility.
Necromancer : Single tarfget, affected by stability invul dodge …So when I play my engineer, I know I have among the worse downed state in the game. I know that If I’m in a downed vs downed fight, 9 time out of 10 I will lose. I know I will prolly not interrupt the first stomp vs a good player.
I know that when I down another engineer, I only have to ether blind/Elixir S/stealth/stability to stomped them. Can’t say that about every other class.
You seem to be forgetting you can self res as an enigneer pretty easily.
Personally, I don’t think we(engineer) need more damage. Maybe on #1, but our #3 is a really hard hitting ability. It’s a really descent ability over all. We just never get to use it since our #2 is really bad.
If our pull worked like harpoon gun, oh man it would be a lot better.
Depends, the damage is okay if you run a direct damage build but it is terrible without those attributes. The CC is fantastic, but oddly just a replica of Guardian #2. I don’t really have issue with that though. I think a lot of the stuff in general should benefit both a direct damage and condi build in cases where it’s something that must be shared. I have this opinion about all the downed states and things like Death Shroud, for example.
I really think if left the way things are, letting an Engineer get a downed #3 off on you should be ill advised due to the effect it can have. That would be thematic enough for me.
(edited by Ayestes.1273)
@Avathor
And same skills for everyone for on-land fight!
No really man, it would be pretty boring.
I just think they should work on some downed state balance.
RuneBlade is right, some #2 are way more useful then others.
Heck I play Necro and engineer as main, and they prolyl have the worse downed state in game.
On My engineer, If I get downed at the same time as the ennemy, I know I just lost the fight. My #1 do weak damage and random condition (in downed vs downed fight, all my condition except bleed is useless.), my #2 got a long charge up time and do weak damage. Only our #3 hit like a truck, but you need to be right next to them.
In downed vs downed state fights :
Engineer vs Ranger : Ranger lick wound and kill me
Engineer vs Necromancer: Necro #1 hit really hard over time, and leech life. Still can be a close fight.
Engineer vs Guardian : Over heal us, kill us.
Engineer vs Warrior : Vengeance, finisher.
Engineer vs Mesmer : Mind blast hit like a truck, and #3 rogue have crazy dps.
Engineer vs Thief : Close fight I think.
Engineer vs Elem : Close fight, but if they are losing they just mist form away and heal up.So It’s Ok, some class have in better in downed vs downed fight then my engineer. You can’t be good in everything.
But the sad thing, is we have prolly the worse #2 for interrupt too. We have a single target pull as #2. Useless in spvp, as most can see the charge up time it take to shot, and just dodge it.
Engineer : Single target, affected by Stability, invul, dodge, blind, stealth ect, low damage.
Ranger : Small AoE, Affected by stability, invul dodge blind stealth ect.. low damage
Thief : 100% sure to interrupt the first stomp.
Mesmer : 90% sure to interrupt first stomp, if unlucky can appaear too close.
Warrior : single target, affected by stability, invul dodge blind stealth ect.. low damage
Guardian : AoE, affected by stability invul dodge …
Elem : 100% interrupt, big mobility.
Necromancer : Single tarfget, affected by stability invul dodge …So when I play my engineer, I know I have among the worse downed state in the game. I know that If I’m in a downed vs downed fight, 9 time out of 10 I will lose. I know I will prolly not interrupt the first stomp vs a good player.
I know that when I down another engineer, I only have to ether blind/Elixir S/stealth/stability to stomped them. Can’t say that about every other class.
You seem to be forgetting you can self res as an enigneer pretty easily.
How do it affect our downed state? It’s not even a downed state ability.
It’s an utility skill, do I have to equip an utility spell so my downed state become descent?
I don’t see how it counter my argument there?
You were making it out as being downed as an engineer is auto-lose.
I gave you an example of how you are wrong.
If being downed vs another downed is common enough for you to warrant making a thread, one utility skill seems like a fair trade to win all of these.
Depends, the damage is okay if you run a direct damage build but it is terrible without those attributes. The CC is fantastic, but oddly just a replica of Guardian #2. I don’t really have issue with that though. I think a lot of the stuff in general should benefit both a direct damage and condi build in cases where it’s something that must be shared. I have this opinion about all the downed states and things like Death Shroud, for example.
I really think if left the way things are, letting an Engineer get a downed #3 off on you should be ill advised due to the effect it can have. That would be thematic enough for me.
Said like that, I agree completly. A lot of downed state/Deathshroud only scale with power, and it’s annoying for condition user. When I switch to condition engineer, I hate how conditions have so many downside (fighting a necromancer with Consume cond) and when I get downed and I use #3 for minimal damage.
You were making it out as being downed as an engineer is auto-lose.
I gave you an example of how you are wrong.
If being downed vs another downed is common enough for you to warrant making a thread, one utility skill seems like a fair trade to win all of these.
I shouldn’t have to use an utility only to be on the same level then others.
Hell, I wouldn’t mind losing every downed vs downed, if I could be a bit harder to finish like Elem/mesmer/thief.
Right now, engineer downed state is bad in every situation.
You were making it out as being downed as an engineer is auto-lose.
I gave you an example of how you are wrong.
If being downed vs another downed is common enough for you to warrant making a thread, one utility skill seems like a fair trade to win all of these.
Not exactly a great argument, as it’s a toolbelt skill on a decently long CD attached to a sub-par stunbreak that would consume one of our all too precious utility slots that we’re already using 1 of to have as many attacks as other professions. Plus other professions have access to similar abilities. This is a discussion about downed abilities, not ways to prevent being downed.
To me, 1 “wasted” utility is better than 15-20 seconds of being out of the match and needing to run back to a point.
@Infectious
The issue is we are talking about downed state ability, and you use an utility as an arguments.
Our Elixir R toolbelt isn’t a downed state ability. It’s a rezing ability.
It has nothing to do with downed state being balanced or not.
However, some #2 downed skills cannot be prevented at all, thus you are forced to be delayed. Elementalist’s mobility, thieves and mesmer teleport.
Disagree with Mesmer, its VERY unreliable WHEN it works its good, when it doesnt its just as useless as the others. You can port away during a stomp and get killed when they complete it, stealth makes it unusable 1vs1 as well, its no where near as strong as Thief or Ele down when it doesnt work as it should
@ArmageddonAsh
It still top 3.
@ArmageddonAsh
It still top 3.
WHEN it works and again, its VERY unreliable. I think Downstate #2 is VERY unbalanced they should ALL do the same thing just use different animations either have it so that its an Interrupt(that works against stealth) or an Invul or Invul+movement
@ArmageddonAsh
It still top 3.
WHEN it works and again, its VERY unreliable. I think Downstate #2 is VERY unbalanced they should ALL do the same thing just use different animations either have it so that its an Interrupt(that works against stealth) or an Invul or Invul+movement
Imagine a warrior with vapor form and their #3 skill to go back to life HAHAHAHA, no things are fine as they are.
To the above posters, an ele has to sacrifice most of their damage to get as much survival a warrior has (good hp/toughness) while a warrior can have as much in full berserker gear, this is what i meant about light/med/heavy armor advantages, see better downed skills as a low armor advantage, stop the whinning.
By the time ure making downed skill the same for everyone, give stealth to everyone, healing(on top of #6) to everyone and aoe stability for everyone!
Why the hell would u think downed skills should be exactly as powerful for everyone, while the rest of the non downed skills arent? Not even armors are balanced light/med have not enough advantages against heavy armor, most of the time heavy armor users are better at everything than light armor users. Im talking PvE wise btw.
@ArmageddonAsh
It still top 3.
WHEN it works and again, its VERY unreliable. I think Downstate #2 is VERY unbalanced they should ALL do the same thing just use different animations either have it so that its an Interrupt(that works against stealth) or an Invul or Invul+movement
Imagine a warrior with vapor form and their #3 skill to go back to life HAHAHAHA, no things are fine as they are.
To the above posters, an ele has to sacrifice most of their damage to get as much survival a warrior has (good hp/toughness) while a warrior can have as much in full berserker gear, this is what i meant about light/med/heavy armor advantages, see better downed skills as a low armor advantage, stop the whinning.
By the time ure making downed skill the same for everyone, give stealth to everyone, healing(on top of #6) to everyone and aoe stability for everyone!
Why the hell would u think downed skills should be exactly as powerful for everyone, while the rest of the non downed skills arent? Not even armors are balanced light/med have not enough advantages against heavy armor, most of the time heavy armor users are better at everything than light armor users. Im talking PvE wise btw.
No i mean make it so that EVERYONE has EITHER a Invul/Interrupt/Port and EVERYONE has the same one, just using different animations and such. Downstate should be BALANCED not having it so that some are way more powerful then others.
Look at Thief Port and Mesmer Port – both teleport you somewhere. Both good right? No, Mesmer one is VERY iffy you cant pick where you go its just to disorganized and relies to much on luck not to be ported right next to you were.
Now if the Thief port was the same as that i wouldnt mind as much – sure you can mention we get the clone except that i RARELY see anyone confuse the 2 and you get the problem that you can be killed AFTER you ported away and are in stealth. I would happily say no thanks to the Clone just let me pick where to port to like Thief and have the same cool down as the thief and keep the Stealth we already have.
My question is why do they need to be balanced?
I mean a warrior, master of heavy armor and highest HP pool they are harder than any other class to go down (with the same stats, isnt fair to compare a berserker warrior with a toughness ele), so, why do they have to be balanced? An ele with only 13k base hp against a warrior with 22k base hp and twice as much armor why do both need to have the same weak/strong downed skills? Its obvious the ele needs to have an advantage.
My question is why do they need to be balanced?
I mean a warrior, master of heavy armor and highest HP pool they are harder than any other class to go down (with the same stats, isnt fair to compare a berserker warrior with a toughness ele), so, why do they have to be balanced? An ele with only 13k base hp against a warrior with 22k base hp and twice as much armor why do both need to have the same weak/strong downed skills? Its obvious the ele needs to have an advantage.
HP and Armor doesnt really matter, Warrior are at the disadvantage against Ele (from my experience) in that they lose alot of damage and mobility – i rarely have any problem against a Warrior even with his downstate, once he pops that i have plenty of options to get away knowing hes dead when it wears off.
So, while Warrior have more health and armor they do less damage (from my experience) compared to a ele who has less health and armor but does more damage and has great mobility
LOL? Warriors do less damage than eles? What game are you playing? Anet seems to balance life saves towards base HP.
Warriors can crit almost 30k in full zerker gear in pve, while eles can crit 10k if lucky.
As i said, a warrior, heavy armor, lots of HP, heavy damage, shouldnt by any means be as mobile as an ele, whereever it is in downed state or not, so no, warriors will still suck while downed (not that much self ress is awesome actually) while eles will still have the best downed anti stomp since they have the lowest hp and armor in game.
What makes an ele as good as a warrior, is their skills, if you take out their skills what do we have?
LOL? Warriors do less damage than eles? What game are you playing? Anet seems to balance life saves towards base HP.
Warriors can crit almost 30k in full zerker gear in pve, while eles can crit 10k if lucky.As i said, a warrior, heavy armor, lots of HP, heavy damage, shouldnt by any means be as mobile as an ele, whereever it is in downed state or not, so no, warriors will still suck while downed (not that much self ress is awesome actually) while eles will still have the best downed anti stomp since they have the lowest hp and armor in game.
What makes an ele as good as a warrior, is their skills, if you take out their skills what do we have?
I have NEVER been hit for 30k damage by a Warrior, i am talking PvP not PvE. PvE means nothing, its easy anyway. Its more about PvP where balancing is the issue and seeing you rarely go down in PvE and even if you do you will kill someone fast enough not to die.
What i meant earlier they should be balanced, when your #2 becomes USELESS against certain classes or abilities thats when Balance goes out of the window.
Yes but saying every class should have similar downed skills is like saying every class should wear heavy armor and have 22k base hp pool. This is the reason some classes have it worse than others while downed and also while normal.
Yes but saying every class should have similar downed skills is like saying every class should wear heavy armor and have 22k base hp pool. This is the reason some classes have it worse than others while downed and also while normal.
By similar i mean ones that WORK, ones that are just as effective. Look at Engi one that bloody awful, Mesmer one is VERY Unreliable, Thief one is WAY to powerful, Guardian one i would say is balanced, thats good its not to strong and its not to weak yeah its AoE but its still solid.
A simple fix: Have ones that WORK against all classes, dont make it so that being Stealth or having Stability or anything makes it USELESS
Basically u want to give everyone the same chance to survive, so make everyone as strong.
All #2 downed skills are annoying. All of them can prevent a stomp from happening. But you can prevent that annoyance in the first place for some of the profession which is a plus.
The #2 downed skills that can be prevented: You just need stability/invulnerability/and sometime stealth to make that Guardian Knockback, Warrior’s hammerthrow, Necromancer’s fear, etc etc… worthless. Then you get to stomp them without interruption.
However, some #2 downed skills cannot be prevented at all, thus you are forced to be delayed. Elementalist’s mobility, thieves and mesmer teleport.
I propose that you can stomp the elementalist while they are in mist form(or vapor form, whatever it is called). This way, if you immobilize them, you get to stomp them while they are invulnerable. You can immobilize elementalist before they go into mistform but you cannot stomp them while they are in mistform.
For thieves and Mesmer, if you immobilize them, their #2 skill becomes worthless.
Because immobilize is a cheaper condition compared to the expensive stability/invulnerability, it would be more balanced if an elementalist cannot be immobilized while in mist form, or thieves and mesmer gets the same reaction time when using their teleports. This way, you need skill to prevent their annoying escape in the first place. Unlike stability, you don’t need player’s skill to pop up a stability to stop a guardian from knocking you back.
I can’t speak for other classes but when it comes to downed skills thieves is stronger than mesmers because they can choose where to teleport to we get teleported in a random direction/don’t move at all/ or get teleported into the stomp. Can’t speak for other downed #2 skills but trust me Mesmer downed 2 is a joke. And the iRogue usually can’t be summoned before a stomp is complete.
Basically u want to give everyone the same chance to survive, so make everyone as strong.
Pretty much, you shouldnt stand NO chance at surviving based on who you are fighting – Stealth is SERIOUSLY OP when it comes to Stomping someone. Porting around every 5seconds is OP – yes i am a Mesmer, but i hate our #2 its SO unreliable and ALOT of the time you are ported right next to where you were and are killed when they finish it THROUGH stealth.
I think it goes Thief > Ele > Mesmer(when it works) > Guardian > Warrior > Mesmer (when it doesnt work) > Necro > Engineer
Not sure where Ranger fits as im not sure what his downed #2 is
All #2 downed skills are annoying. All of them can prevent a stomp from happening. But you can prevent that annoyance in the first place for some of the profession which is a plus.
The #2 downed skills that can be prevented: You just need stability/invulnerability/and sometime stealth to make that Guardian Knockback, Warrior’s hammerthrow, Necromancer’s fear, etc etc… worthless. Then you get to stomp them without interruption.
However, some #2 downed skills cannot be prevented at all, thus you are forced to be delayed. Elementalist’s mobility, thieves and mesmer teleport.
I propose that you can stomp the elementalist while they are in mist form(or vapor form, whatever it is called). This way, if you immobilize them, you get to stomp them while they are invulnerable. You can immobilize elementalist before they go into mistform but you cannot stomp them while they are in mistform.
For thieves and Mesmer, if you immobilize them, their #2 skill becomes worthless.
Because immobilize is a cheaper condition compared to the expensive stability/invulnerability, it would be more balanced if an elementalist cannot be immobilized while in mist form, or thieves and mesmer gets the same reaction time when using their teleports. This way, you need skill to prevent their annoying escape in the first place. Unlike stability, you don’t need player’s skill to pop up a stability to stop a guardian from knocking you back.
I can’t speak for other classes but when it comes to downed skills thieves is stronger than mesmers because they can choose where to teleport to we get teleported in a random direction/don’t move at all/ or get teleported into the stomp. Can’t speak for other downed #2 skills but trust me Mesmer downed 2 is a joke. And the iRogue usually can’t be summoned before a stomp is complete.
When ours works like it should it is good, when it doesnt (and its alot) its awful.
- Ported away and behind someone, they finish the stomp we STILL die while in stealth
- Ported…all of a few centimeters away from where we were
Ours is EASILY the most unreliable, Thief is easily most OP, Engineer has to be the worst coz while you are dying you REALLY want to pull them to you :/
Tell mesmer’s their #2 is fine when I stealth stomp them.
All I’m getting at is downed states are not something that requires much thought.
You either win or lose, in downed vs downed ranger is best hands down.
Tell mesmer’s their #2 is fine when I stealth stomp them.
Exactly. Thats just ONE of the Mesmer Downstate #2 issues the other as mentioned being how its the MOST unreliable downstate ability in the whole game
Tell mesmer’s their #2 is fine when I stealth stomp them.
Exactly. Thats just ONE of the Mesmer Downstate #2 issues the other as mentioned being how its the MOST unreliable downstate ability in the whole game
Stealth stomping is an issue for every class without an AoE interrupt. Your downstate ability ports you away when it works and when it doesn’t, well, then you’re in the same boat as everyone else, besides thieves of course.
Tell mesmer’s their #2 is fine when I stealth stomp them.
Exactly. Thats just ONE of the Mesmer Downstate #2 issues the other as mentioned being how its the MOST unreliable downstate ability in the whole game
Stealth stomping is an issue for every class without an AoE interrupt. Your downstate ability ports you away when it works and when it doesn’t, well, then you’re in the same boat as everyone else, besides thieves of course.
I cant think of any other class that downstate #2 is SO unreliable. even when nothing is happening you still have to have luck that you will be ported someone more then a centimeter away from where you are
A Thief presses teleport and he teleports, a Guardian presses that AoE and he does it sure those skills and others might be affected by conditions NONE of them are reliant on LUCK.
Tell mesmer’s their #2 is fine when I stealth stomp them.
Exactly. Thats just ONE of the Mesmer Downstate #2 issues the other as mentioned being how its the MOST unreliable downstate ability in the whole game
Stealth stomping is an issue for every class without an AoE interrupt. Your downstate ability ports you away when it works and when it doesn’t, well, then you’re in the same boat as everyone else, besides thieves of course.
I cant think of any other class that downstate #2 is SO unreliable. even when nothing is happening you still have to have luck that you will be ported someone more then a centimeter away from where you are
A Thief presses teleport and he teleports, a Guardian presses that AoE and he does it sure those skills and others might be affected by conditions NONE of them are reliant on LUCK.
Most builds have access to some form of stability/invulnerability for a guaranteed stomp, rendering most interrupts useless. Yours completely bypasses that and teleports you, sometimes not far enough. If you can’t think of a class with a more unreliable downed state interrupt then you need to play more classes.
Everyone having the same skills, traits, downed skills, and utilities are perfect! What a fantastic idea… instead of balancing lets just all be lazy and have no diversity or interested gameplay. lets all have these skills
1: Deal 1 damage
2: Deal 1 damage and stun for 1 second
3: Deal 1 damage in an aoe and cripple
4: Deal 1 damage in a line and teleport to the end of the line
5: Deal 1 damage that burns, bleeds, poisons, dazes, vulnerability, fear, stun, immob, chill, and other crap
Downed stuff
1: Deal 1 damage
2: Deal 1 damage and stun
3: Kill yourself
4: Scream obscenities about how the class who beat u is OP or how you werent trying to win, or how they got lucky and really are just very bad (also to 1v1 you)
Underwater skill:
1: Drown
2: Drown
3: Drown
4: Attempt to drown your for
5: Sink, then rise to the surface, then sink again.
Did you catch my sarcasm?
Tell mesmer’s their #2 is fine when I stealth stomp them.
Exactly. Thats just ONE of the Mesmer Downstate #2 issues the other as mentioned being how its the MOST unreliable downstate ability in the whole game
Stealth stomping is an issue for every class without an AoE interrupt. Your downstate ability ports you away when it works and when it doesn’t, well, then you’re in the same boat as everyone else, besides thieves of course.
I cant think of any other class that downstate #2 is SO unreliable. even when nothing is happening you still have to have luck that you will be ported someone more then a centimeter away from where you are
A Thief presses teleport and he teleports, a Guardian presses that AoE and he does it sure those skills and others might be affected by conditions NONE of them are reliant on LUCK.
Most builds have access to some form of stability/invulnerability for a guaranteed stomp, rendering most interrupts useless. Yours completely bypasses that and teleports you, sometimes not far enough. If you can’t think of a class with a more unreliable downed state interrupt then you need to play more classes.
Except that it doesnt bypass it if they STILL kill you when they finish it…
Ours we can port away from them and get killed when they finish the stomp
other times we can be ported right next to them and survive
I am NOT talking about ones that can be countered by Conditions or Boons i am talking about when its simply down to LUCK if it will work as intended. If someone that hasnt got invul/stability/stealth tries to stomp a Guardian his #2 WILL still work…
Everyone having the same skills, traits, downed skills, and utilities are perfect! What a fantastic idea… instead of balancing lets just all be lazy and have no diversity or interested gameplay. lets all have these skills
I cant see anyone talking about skills, traits, drowned or utilities – this is just about Downed skill #2 and NO one can say they are balanced. Just giving out opinions and possible options – its not as if any of this will be taken into account and them actually do something about it anyway…
Everyone having the same skills, traits, downed skills, and utilities are perfect! What a fantastic idea… instead of balancing lets just all be lazy and have no diversity or interested gameplay. lets all have these skills
I cant see anyone talking about skills, traits, drowned or utilities – this is just about Downed skill #2 and NO one can say they are balanced. Just giving out opinions and possible options – its not as if any of this will be taken into account and them actually do something about it anyway…
The point is that they are actually a bit balanced. By no means a warrior should be able to do what an ele can in downed state, nor an ele should be as bad as a warrior is while downed. You see, guardians have as much armor as a warrior have, but way lower hp, so guardians get a little better downed skill than warriors.
I might agree that mesmer and necro downed might be a little bad for them being light armor users, but you see necros are the second highest hp in game so they shouldnt have something as powerful as eles, but still not something as bad as warriors. Mesmers are light armor with high lower hp than a necro so their downed should be a little better, thieves hp are the second lowest in the game but they are med armor so their downed shouldnt be as good as an ele downed but neither as bad as a warrior downed, should be between mesmer and necro… Not sure if you get my point, but giving everyone the same chances to live is plain stupid and as i said then they should give everyone as much hp and armor.
You wanted a warrior? High hp, high armor, well your skills wont be as good as an ele to get out of troubles you will have to use ur high hp and armor to live through, deal with it.
An ele shouldn’t be able to do what an ele can do in a downed state…
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