6 Suggestions to Make TPVP Awesome
1 and 2 are counter intuitive. You’re asking for a squishy burst class to be nerfed in both damage and survivability, effectively making them useless. Thief brings very little in the terms of utility besides daze, shroud, and blind. If they took away damage there would be no reason to bring thieves into groups.
The reason that other builds aren’t played is not because backstab is too strong, but because the others are too weak. P/P thief has no escapes and it’s damage is laughable for the amount of initiative you have to put into it. S/P is strong, but it’s just not common in the current meta. D/D and D/P are fine. Condition specs for thief are weak in tournaments because the only consistent source of damage is from bleeds, which are easily removed in team fights.
TL DR; Backstab is balanced, it’s damage is easily negated. However other thief specs are weak compared (or have a certain niche, outside of the meta) which is why the majority of thieves you see run backstab.
4. D/d ele needs to be less good so we see staff and s/d again. Reduce tank by reducing boon (and stability) uptime.
D/d Ele is exactly where it needs to be. It’s scepter, staff and focus that needs QoL improvement to make them usable.
scepter: Something has to be done to Dragon’s Tooth to make applying its damage more reliable. Nerf the damage if needed I don’t care, just make it usable, eg: ground targeted, double the animation speed, applies cripple before falling, or applies burning in large area.
staff: FAR too pidgeonholed into support. 19/20 skills being AOE is just stupid.
focus: The worst of the 3. Won’t be used unless it has a mobility skill and/or a heal skill. Both the fire skills on it are utter crap too. Fire shield and flamewall do laughable damage (~330dmg) for 20sec and 40sec CDs.
As for improving tPVP, remove downed state. I loathe downed state so much I refuse to participate in tPVP while it exists, and I know i’m not alone.
Good points on the thief. But bs damage is only balanced in a sea of bunkers, mesmers and d/d eles, all of which can mitigate or escape. The problem with people doing 10k+ burst on 2k toughness is that it discourages squishier specs like power/crit or utility, which is more than half the builds in the game.
Thief, d/d ele and shatter burst, and bunker meta are the sole reasons why we’re only seeing those builds and nothing else. Address the burst, then address the strongest bunker builds and we should start seeing more builds. Otherwise it’s just a vicious cycle.
To the poster above, I disagree about removing downed state. It can be a lot of fun, but invul/invis stomps and rezzes need to be taken out of the game. Great points on the ele though. Hopefully it clarifies a few things to those unfamiliar with the prof.
(edited by nerva.7940)
My suggestions.
Thief.
- Decrease Mug damage by 15%.
- Decrease Dagger auto attack damage by 15%.
- Decrease Sword auto attack damage by 10%
- Decrease Shortbow auto attack bounces to 2, instead of 3.
Mesmer
- Decrease the amount of Might stacks that Shattered Strength gives to 2 per illusion instead of 3.
- Make it so that once you’ve bound a set of illusions for Shatter, they no longer apply the damage buff from Compounding Power. Or just remove the trait entirely and change into something different.
This is what I have to say concerning burst classes. I think that those nerfs combined with a some buff to other specs ( like p/p Thief and condition Mesmer ) should bring more versatility and we’ll see people using different specs.
I didn’t mention Warriors because they are actually fine.
D/D Ele is broken op… They can build tanky damage/have high burst with constant fury/swiftness up-time with a large amount of protection. D/D has no weak spots, at all.
Down state is fine, it adds another aspect to the game forcing people to work on team play. The game would be far too boring/easy without it.
Thieves kill bad players, they’re good at that. But in reality it’s easy to dodge roll a thief’s damage output and avoid it all together. Working as a team will reduce the amount of damage and control a thief can put out (stability/protection) and they’re, for the most part, not very useful after they burst.
If you’re running around with 2k toughness and no protection then yes, you will probably die from 70% hp. It’s not the toughness that makes tanks tanky, it’s that combined with protection. You don’t see guardians tanking mid without it for a reason, and it’s why boon strip is strong against bunkers.
We cant ask for everyone to have perma prot. Thats why im saying we should attack this from 2 sides: bunker and burst nerfs.
Just because people don’t know when to pop protection does not mean something needs a nerf.
D/D Ele is broken op… They can build tanky damage/have high burst with constant fury/swiftness up-time with a large amount of protection. D/D has no weak spots, at all.
Down state is fine, it adds another aspect to the game forcing people to work on team play. The game would be far too boring/easy without it.
LMAO…tanky build with dmg, high burst and constant fury, what profession is that? I’d like to play it…
To the OP, high burst professions like thief and mesmer which benefit from the most broken mechanic in game ( Stealth) are the reason why people go bunker, even though not every d/d ele go tanky build, it’s just the weapon set which is very viable and will never see the kind of nerfs you hope for..deal with it.
If anything Jon Peters has already stated this :
1) Ele burst to rough and need adjustments aka buffs
2) Ele auto-attacks are too low and we’re aware of that
3) the D/D set is need of help and this means that the current version is close to what Anet want..deal with it
Thieves kill bad players, they’re good at that. But in reality it’s easy to dodge roll a thief’s damage output and avoid it all together. Working as a team will reduce the amount of damage and control a thief can put out (stability/protection) and they’re, for the most part, not very useful after they burst.
If you’re running around with 2k toughness and no protection then yes, you will probably die from 70% hp. It’s not the toughness that makes tanks tanky, it’s that combined with protection. You don’t see guardians tanking mid without it for a reason, and it’s why boon strip is strong against bunkers.
Bad players play thief actually, your entire profession is designed around killing people from the shadows when they’re most defenseless, a cheesy and absurd profession that thx to stealth can come spamm their rotation and re-stealth a second later…too easy
Moreover thiefs keep whining about professions with the lowest HP and armour, the defensive tools at our disposal are there to balance that, if it wasn’t protection…it’d be something else and you thiefs would still complain regardless…sad
Enough with these thief players who think to be good, even a monkey can press stealth button followed by F1-2-2-2-2…and 3 in very rare cases when the their brain manage to add 2 and 2
(edited by Arheundel.6451)
I’m not complaining about protection? I think it’s a good thing and necessary for the game. And if beg you to go play a thief and hit steal followed by heartseeker so that you can give me free tourny wins ^^
Just because people don’t know when to pop protection does not mean something needs a nerf.
Well if the thief is nearly perma stealthed u cant know when to pop it. And if youre already engaged with cds down, getting instagibbed by a roamer is not fun.
Every thief spec is good at attrition which just shouldnt be.
1. Burst from the most bursty specs or professions need to be capped at something more reasonable. Give me a number. I suggest no more than 6k damage on 2k toughness within 2 seconds. Right now we’re seeing 10k+ by a few specs. This change would allow profs to diversify into their power/crit or utility specs.
I have to agree here, in a Teamgame with no designated Healer/Protter, the burst is just ridiculous: Imagine if we had the level of competetive play we had in GW1, with timed spikes – 1 Thief or Mesmer alone can pretty much burst sth. down, if Teams start to spike well, it’s gonna be impossible to play anything else other than burst-spikes.
2. Decrease stealth uptime for thieves. They should not be near-perma stealthed and they should always be fighting a timer before they have to disengage. Cd’s should not reset so quickly and the thief needs to be punished for failing to burst someone down.
Yes. glassy Thiefs (and glassy Mesmers with Blurred Frenzy and Invis) get a totally wrong impression of how easy it is to be killed in this game, If you don’t heavily invest in sustain. Being invisible basically everytime you’re not 1-hitting an opponent and complaining about bursty classes WITH sustain, like the Ele (that only seems too bursty if you run a total classcannon, because most Eles need to heavily invest in sustain), paints a totally wrong picture. Because besides Bursty Classes, there is nothing that can touch a Thief or Mesmer: How am I to get bleeding stacks onto the Thief or damage him as a sustain S/D-Ele, when my channeled and targeted spells all don’t work and I can only damage him during the few seconds, where I am forced to dodge or fire off my defensive CD’s, effectively hindering me from doing any DPS.
3. Mesmers are awesome and shatter needs to be nerfed until other builds are just as appealing. This recent blunder is a great opportunity to make shatter less of a necessity.
Just like the Thief, it’s more or less stupid to play a Mesmer that is not a glass-Cannon, because he has tons of ways to negate DMG (Staff 2, Decoy, Blink, Blurred Frenzy), but you need to burst the other classes down, before they can DMG you too hard if you play glassy and in many MU’s, this playstyle is better: For example against Thiefs – it doesn’t help you to have like 500 toughness more; the Thief will burst you down in under a second anyways, so it’s better to somehow evade the attack and quickly retaliate with a burst of your own, which will kill him, because he’s so glassy as well and with Blurred Frenzy, you can actually Damage the Thief while he’s damaging you. I don’t think nerfing Shatter is the way to go though, but nerfing Blurred Frenzy to not fully negate DMG and CC would force Mesmers to play more tanky and therefore reduce their ridiculous Burst as well.
4. D/d ele needs to be less good so we see staff and s/d again. Reduce tank by reducing boon (and stability) uptime.
D/D Eles only seem better than S/D, because it’s a good counter to the most imbalanced builds (Backstab and Shatter). D/D can actually Damage them while they are in stealth, has Shock Aura to make their burst-spikes harder to land and gives the Ele a good opening to do return-DMG. PPl think that the build does too much Damage and has too much sustain, because they play against this Build with extremely glassy builds that are more or less countered by the D/D-build. Actually, D/D’s and Ele’s in general invest a lot in their sustain and the DPS is nothing compared to that of a glas-Cannon, if you don’t play extremely glassy yourself.
I’m not complaining about protection? I think it’s a good thing and necessary for the game. And if beg you to go play a thief and hit steal followed by heartseeker so that you can give me free tourny wins ^^
And I beg you to show me this tanky/burst/perma fury ele build .
The fact is you’d lose to any well played ele regardless of the weapon set, though the other weapon sets are more suited for group play and therefore lack any means to protect themself for prolonged amount of time against perma-stealth instagib spammers.
Being the d/d set the only one which doesn’t force you on rely to your team, you will keep playing against d/d eles which are excellent at dealing with cheesy mele burst builds, the average d/d ele or FOTM re-roller will still be beaten easily by a ranged character.
Finally, I normally laugh at the FOTM re-rollers who go full tank build and think to own, they come sPvP and die miserably…to any decent player, only noobs lose to full tank eles..as they do no dmg
You’re ignorant if you think the game is balanced around a 1v1 format. It’s meant as a team game, and D/D is THE strongest team fight spec in the game, as well as one of the best 1vX. Thief dies to most things 1v1 if played as burst, glass builds are not intended for 1v1.
You’re ignorant if you think the game is balanced around a 1v1 format. It’s meant as a team game, and D/D is THE strongest team fight spec in the game, as well as one of the best 1vX. Thief dies to most things 1v1 if played as burst, glass builds are not intended for 1v1.
And by when d/d is a team fight weapon? If some skills happen to target allies also ( cone of cold/cleansing wave) that’s because is the nature of the ele, but for team fights ele still use staffs…also d/d as strongest team fight spec..are you high or what?
Lol and you’re the highly skilled thief..
Consistent boon share, Team wide regen/heals, condi removal, team wide frost/shock aura, combo fields, AoE damage.
I haven’t seen an Ele with staff win the game outside of Khylo in I don’t know how long. No one runs staff except for killing trebuchet anymore. Please learn to play the game and what every class does before posting on forums.
Consistent boon share, Team wide regen/heals, condi removal, team wide frost/shock aura, combo fields, AoE damage.
The thief can offer the same things
Aoe damage : clusterbomb or the shortbow main attack
Combo fields : shadow refuge(dark) – poison – smoke
Aoe slow: Dancing dagger
Aoe boons with steal : Thrill of the Crime – Bountiful Theft
They might not have aoe regen , but their aoe stronger attacks can neglate that heal :P
(edited by Killthehealersffs.8940)
Tell me where your boons are, the auras? TotC is not consistant, it’s a 45 second cd. Dancing dagger is a waste of initiative, refuge is a utility that is not used for the combo field. Yes thief brings damage, that is their intended purpose.
Guardians and Ele’s are extremely strong team fight classes, that is why they’re generally seen on team comps. The problem with D/D Ele is that it has it all. Thief has half of the utility that ele does, if even. That is why they are a strong burst class. Different classes are good at different things but when a class has everything they tend to take over comps. That doesn’t mean they can’t be dealt with, they are just incredibly strong.
Consistent boon share, Team wide regen/heals, condi removal, team wide frost/shock aura, combo fields, AoE damage.
I haven’t seen an Ele with staff win the game outside of Khylo in I don’t know how long. No one runs staff except for killing trebuchet anymore. Please learn to play the game and what every class does before posting on forums.
Amusing…incredibly amusing.
First you talk about tank/burst ele and then you talk about support…anyway let me educate you( even more than before)
1) Boon share on elementalist depends on a trait..no weapon set…XD
2) team wide regeneration/heals ..guess what? depends on a trait no weapon set XD
3) Staff got more condition removal than any other set…XD
4) Staff got ice field ( frost aura) magnetic aura
5) Staff got way more combo fields than any other ele weapon set …
6) Staff got the biggest aoe dmg among all ele weapon set, check this numbers on power/crit staff user:
- lightning surge = 3.4k dmg
-ice spike = 2.5k dmg
- lava font = 1.5k dmg for tick
-meteor storm – 3.4k dmg for meteor
7) Aurashare is a 30 water trait and not related to d/d set
8) Not many eles play staff , because staff is the most support oriented weapon and there is already necro/mesmer in support role leaving the ele with the roamer role only
9) Given your unrealistic level of ignorance regarding the ele in general, I’d suggest you to stop posting anything related to ele
10) You’ve just given us a clear example of what a “skilled” thief looks like…only knowledgeable on how to press F1-2-2-2-2 and nothing else, next time at the very least go GW2 wiki before attempting to “lecture” me
I play ele, D/D has all the traits. You gain the damage through might stacking. Given your general ignorance to the game in general you should probable stop attempting to speak in a condescending manner to players who are better and know more than you. If you die to steal and heartseeker spam then you should probably quit the game.
Nice try though ^^
What do u prefer ?
Closing the gap are far as we can ? nerfing extreme bunkers – bursts
Or focusing into each class have their own 2TTK (like the new mesmers ) ? :P
Edit: Personaly if they make Steal+CnD a more visible attack like wariors Bull Charge and mesmers Clones coming to u , while offering at Enginners a 2 sec TKK option , i am fine :P
(edited by Killthehealersffs.8940)
All this game needs are bug fixes and the tools to improve the pvp area as a whole like matchmaking, rankings, seperated solo/grp queues and so on.
Most of you guys still talk about balance in a 1v1 mindset, but it just doesn’t work that way. If you like it or not, it’s a 5v5 conquest mode, real balance is alot more complicated around it than the majority makes it to be.
About you suggestions:
1. Bad idea: Your approach to cap dmg around toughness itself is off. Base armor is different between armor classes, heavy needs less-, light needs more to reach the same amount of armor, which is the variable to calculate the dmg output (not toughness). Also, if you just cap dmg like that, the % health taken will be different based on the professions base hp pool. Generally capping dmg without the consideration of attributes, skill dmg coefficient and traits just makes tons of builds obsolet, hence limiting build diversity.
2. Stealth uptime itself doesn’t do dmg, nor makes you invulnerable. Only thing to think about is Shadow’s Rejuvenation and Patience and Fleet Shadow in terms of balance around stealth duration. If Revealed is working as intended and isn’t manageable to be bugged out, you could think about an increased cd of re-stealthing. The problem with thief in my opinion are some mechanical issues that makes a huge dmg output just to easy to be executed, aka heartseeker auto leap/hit. I also think that Mug does to much dmg for just an adept trait. But i am not a master thief, there are alot of good suggestions in other threads.
3. First of all, shatter needs to be fixed! I also disagree with the might stack buff to an already very strong and popular build. I don’t know if after fixing that, nerfing the build alone to make other builds more appealing is the solution. My problem with Mesmers is the all around strength of skills, they can basically do “everything” but also things that other professions can’t! Portal is the main issue here and needs to be worked on further.
4. Again, i don’t think that nerfing one part to make the other more appealing is the way to go. Yes, d/d is strong in the right hands, it always was! What makes it more noticeable is that you don’t heavily rely on your team to utilize it’s strengths, which makes scepter/staff look less strong in a non organised scenario. Boon duration already got nerfed across the board through runes, ea/shocking aura got nerfed/fixed, healing ripple got nerfed, if you can’t kill a tanky ele, he can’t kill you either. Bunker builds in general are a different story and a subject on its own which lead me to..
5. In my opinion bunker builds effectiveness is just to easy to be executed, mistakes should be punished! Right now bunker builds just give you more and more room for mistakes, the reason why it’s so popular. I think both sides, burst and bunker need to be adjusted to promote a more balanced and skill based build diversity.
6. How Team DM will improve tpvp is out of my imagination, pls explain! =P
cheers.
I play ele, D/D has all the traits. You gain the damage through might stacking. Given your general ignorance to the game in general you should probable stop attempting to speak in a condescending manner to players who are better and know more than you. If you die to steal and heartseeker spam then you should probably quit the game.
Nice try though ^^
HAHA you really wanna keep going?
So tell me “pro” what TRAITS the dagger/dagger set got that (lol) staff hasn’t got? You keep calling me ignorant but you’ve given no skill number or more..so mind to explain to the public how:
1) D/D got more condition removals than staff
2) Support more than staff
3) Does more AoE dmg than staff
4) Heal more than staff
5) D/D got more combos field than staff ( this particulary take the cherry on the cake ROFL)
I’m sure the general ele community is laughing at you right now..but pls keep going with your parade..that’s why FOTM re-rollers should not speak on forums, you think you go and use the build seen on youtube and think to own people with it…even more absurd is that you really think to know more than people who have been playing the profession for months…sad
(edited by Arheundel.6451)
I am not comparing D/D to staff, you really are ignorant.
You’re ignorant if you think the game is balanced around a 1v1 format. It’s meant as a team game, and D/D is THE strongest team fight spec in the game, as well as one of the best 1vX. Thief dies to most things 1v1 if played as burst, glass builds are not intended for 1v1.
Lol..I’m sure even the developers are laughing at you right now, so mind to explain the public how d/d ele has become tanky, burst, support all in one?
I have, you are committing a logical fallacy by begging the question. Continue to argue in circles.
Yep now that everyone L2P’d, D/D Ele is kitten strong right now. I’ve said this before, Ele was sleeper status and now that people are learning how Ele works, its actually showing that the class is ridiculously powerful.
The ability to reset, tank, and DPS technically makes you a hyper-carry. But at least its more fun to fight an Ele than a Mesmer though because Ele’s are less forgiving.
All this game needs are bug fixes and the tools to improve the pvp area as a whole like matchmaking, rankings, seperated solo/grp queues and so on.
Most of you guys still talk about balance in a 1v1 mindset, but it just doesn’t work that way.
okay, so it’s acceptable to have 6-7 viable builds that outperform everything else? we’re talking about improving build variety, which is what my suggestions revolve around. no where did i discuss 1v1 balance. unfortunately, as things stand in “competitive” pvp, players are very much focused on dueling and bunker specs. basically, there are only two roles: bunker and roamer. bunkers absorb damage, roamers duel and/or burst. this sucks.
thanks for your input.
(edited by nerva.7940)
I have, you are committing a logical fallacy by begging the question. Continue to argue in circles.
In the end you can’t answer any question, you can’t list any number or build..
We’ll leave the discussion as it is, the entire community will wait for this tanky/burst/support and unbeatable d/d ele build that you claim
All this game needs are bug fixes and the tools to improve the pvp area as a whole like matchmaking, rankings, seperated solo/grp queues and so on.
Most of you guys still talk about balance in a 1v1 mindset, but it just doesn’t work that way.
okay, so it’s acceptable to have 6-7 viable builds that outperform everything else? we’re talking about improving build variety, which is what my suggestions revolve around. no where did i discuss 1v1 balance. unfortunately, as things stand in “competitive” pvp, players are very much focused on dueling and bunker specs. basically, there are only two roles: bunker and roamer. bunkers absorb damage, roamers duel and/or burst. this sucks.
thanks for your input.
That got nothing to do with professions balance but rather is the format to blame, for instance by having a capture the flag mode you won’t have bunker problems anylonger, if you just nerf bunker..you will bring the game close to collapse.
Without bunker you won’t see anylonger : necros,eles,engies,guardians all 4 of them lack a competitive burst build compared to thief/mesmer/warrior/ranger.
In practice half of the professions in this game got mechanics that favour burst build( stealth/quickness), while it’s the contrary for the other 4 that got mechanic intended for survival ( self-heal-control-etc)
Generally speaking all the nerf cries can all be related to " ego" problems, rarely there is mention of “build diversity”, for most part you’ll see people asking for nerfs because their cheesy burst build can be countered
Get to higher level competitive play in paids, you’ll see 95% of the time.
So your playing experience equal to 95% of the entire GW2 community…I woudn’t expect anything different from somebody who think of himself as a “highly skilled thief”, more than a laugh you don’t provide anything else…is there a single video of this tanky/burst/support ele killing people left and right?
The funny thing is that you expect Anet to even listen to your lies….
Lies? Funny when every good Ele I know agrees with me that D/D is too strong and it’s not good for the health of the game. But believe what you want, doesn’t affect me. Anet can see it clear as day =]
Again with your overly inflated EGO, “every good ele I know”, so now you’re talking for the entire ele community, truly amusing…
You really don’t get it…..your average d/d ele kill you with condition dmg for 70% as thieves running that BS build just get hit over and over by burning aoe dmg and you’re a thief running with almost 0 toughness, but on other people with min level of toughness a d/d ele hit max for 2k with churning earth( and you really must be bad to be hit by that)
There is no way to nerf d/d accordingly to your wishes, there are no invulnerability skill or huge hit skills, the auras work only against baddies who spamm skills, you can dodge far too easily both burning speed and churning earth and almost all CC skills got over 40s CD, there is nothing that you can nerf and make life easier for you…you’ll still lose to capable eles regardless.
The other weapon sets got no less aoe dmg, if anything the skills are more annoying to land ..but not less effective nevertheless.
And pls..stop talking about Anet! Their intention is to improve the burst capabilities of the ele..dude just give up, you’ll never be able to beat a decent ele with a BS build..you can cry all you want…
LOL at all the people thinking of this fabled D/D ele with 30/30/30/30/30 spec. And lol at people thinking D/D or staff has the most condition removal (hint: it’s S/D).
D/D is the only thing close to viable for eles (and according to the defs it’s still rough, aka needs some fine buffs/bugfixes). Every other ele weapon needs to be put up to that level.
Actually the set with most condition removals untreated is scepter/focus, in a team fight nothing beat the staff for condition removal when treated with EA and cantrips, hence why I’ve stated that staff got by far the most condition removals..as group play.
Anyway here belows a picture showing the amount of dmg a thief does when you try to go glass cannon on an ele
@Narcarsis
The only people thieves can kill instantly are other glass who run around with 1k toughness and 14k hp with no defensive cool downs, and even then they can react and avoid burst.
So one-shotting people is fine…but survive the burst is not, but unless you go tanky build..you get one-shotted, furthermore thieves will say :
-“l2p ,dodge noob”
And if you go more tanky:
-“l2p noob , bunker are OP”
Either way you’re always a noob, but thief players are apparently the “Highly skilled” players in this game. it takes skills to do this
perma-stealth thief
http://www.youtube.com/watch?v=DSbw8Cpy-3s
…laughable
Actually the set with most condition removals untreated is scepter/focus, in a team fight nothing beat the staff for condition removal when treated with EA and cantrips, hence why I’ve stated that staff got by far the most condition removals..as group play.
But S/D with cantrips and EA still has more (group) condition removal than staff because of it’s innate removal skills coupled with way more blast finishers than staff.
Without unending blast finisher from EA for water fields staff is simply a useless weapon IMHO.
So one-shotting people is fine…but survive the burst is not, but unless you go tanky build..you get one-shotted, furthermore thieves will say :
-“l2p ,dodge noob”
And if you go more tanky:
-“l2p noob , bunker are OP”
Either way you’re always a noob, but thief players are apparently the “Highly skilled” players in this game. it takes skills to do this
perma-stealth thief
http://www.youtube.com/watch?v=DSbw8Cpy-3s…laughable
Quoted for much truthery.
2. Decrease stealth uptime for thieves. They should not be near-perma stealthed and they should always be fighting a timer before they have to disengage. Cd’s should not reset so quickly and the thief needs to be punished for failing to burst someone down.
As a thief I’ll agree to this. Reduce the Stealth Cap down from 14s.
However taking away a thief’s burst will make them useless compared to other classes.
So one-shotting people is fine…but survive the burst is not, but unless you go tanky build..you get one-shotted
There is no such thing as “1 shot”. You can’t kill anyone in a singe ability from 100% hp. However if you do a combo on an ele without mistform yes, they will die. A good ele with mist form as burst will kill a thief given they avoid the burst (which they usually do).
Everything you guys suggest are nothing but balance fixes that won’t help the game in a way you think. It’s still the same game and you have to consider that you are still playing it like it now is. Beside that there will always be gaps between the classes, which are very little compared to other games,but that’s the weak point for me. You don’t need synergies with other classes because your character is its own synergy. Nothing changes after a few balance fix. Your performance isn’t really related on other players. That sucks and that is why PVP sucks. The way that anet has to chose is the way to buff combos which is the only way to bring back teamplay, positionplay and field overview. But they missed to bring a PVP map based on this system and brought this selfish ninja kitten style, that kills PVP. Further anet should fix the classes like they were back then, the guardian more heal, the ranger more flexible, and so on. Just a little bit to bring more variety and forms of playstyle and the necessarily of other classes to be successful. In relation to buff the combos they need to scale the dmg down to make the players dependent of combos to make great dmg. After great dmg a player has to stay dead. Get rid of the downed state in PVP. It’s unbalanced, broken and not fair as well as instant skills. In gw1 we had interrupts, shutdowns and anti casting things that gave you a good control over the game and the enemy player. On the other side we have gw2 with all that random trait things which makes a it random pvp experience. I feel like gw1 pvp is a orchestra compared to gw2 which is a bad street musician.
5. Reduce bunker effectiveness. Hit the guard with the nerf bat one more time. In the knee cap. Engie, ranger and necro are in a decent spot.
This is coming from a Guardian who hates playing bunker, and refuses to do so.
If you’re going to (again) nerf the ONLY thing Guardians have over any other Profession, and that we can do competitively, fix the numerous problems we already have. The reason you see so much bunker is that we’re not great at much else.
Rampage Wilson – Charr Engineer
Sea of Sorrows
(edited by Alarox.4590)
Not so sure about that. I played a gs/staff guard in tpvp as a roamer. Brought lots of utilities and burst to my teams.