Adding counterplay: salty balance

Adding counterplay: salty balance

in PvP

Posted by: Silent Sol.4963

Silent Sol.4963

I am having a hard time enjoying this game anymore due to all the passive play, sustain and lack of counter play in the meta. I’m so afraid of the introduction of specializations and the huge amount of power creep that’s coming for every class (except necros huehue). This is full of tons of salty rage but all these changed are legitimate and IMO fair.

Sigils:
The changes to sigils last year I think was a HUGE mistake. As far as I understand, it was made because the ICDs were too confusing for players. Because of this, we now have to deal with things like fire/air and doom/geo. There’s no avoiding the on crit sigils and swap sigils are instant and unpredictable. My proposed change is to be only able to have one sigil type per weapon set. This means no 2 swap sigils or 2 on crit sigils on one weapon set. This change won’t prevent all strong sigil combos but it would help eliminate extremely strong and IMO unfair sets.

Immobilize:
Back at the legendary dhuum fire patch, when there was a mass exodus on pvp players, everyones favorite immobilize stacking was introduced to the game. This was never asked for or wanted, but we got to deal with it anyway. Anyway, the reason why I bring it up is because it’s too easy to stack a long duration immob and it (seems[can someone confirm?]) to have a very low priority to cleanse. The main problem is that the base for many immob skills are already very long durations and getting hit by one can result in easily over 5secs of immob at a time. I just want the base durations to get a look at and reduced reasonably for the next balance patch. I am afraid of the 3 hit devourer venom>pindown(3sec Base )>signet of earth. WHY IS MID AIR IMMOB STILL IN THE GAME.

Adding counterplay: salty balance

in PvP

Posted by: Silent Sol.4963

Silent Sol.4963

Professions:
Now I want to moan and complain about all the kittened no skill traits that have no counterplay for each class.

  • Warrior:
  • rampage-Thanks to the stab buff, rampage is now an unstoppable monster with 30 stuns, reduced damage intake and slowing condi durations, lich like damage(but melee Oh No) and 3 stacks of pulsing stab. Reduce the stab to 1 stack pulsing or lose the reduced damage intake. YOU GET ONE OR THE OTHER, NO GIVESIES BACKSIES.
  • stupid amounts of shoutbow buffs coming JUST WHAT WE WANTED. MORE BUFFS TO THE MOST BRAINLESS BUILD, turrets have higher skill cap
  • Guardian:
    My only problem with guard is smite condition being such a big hit as an instant cast, what do you suggest? Oh and scepter 3 bumped to a 3/4 cast time instead of 1/2 because latency and reaction time don’t mix well.
  • Ranger:
  • entangle- this skill with krait runes makes it near impossible to escape the roots with a cleanse, half the time you do manage to cleanse, it just hits so fast a 2nd time that you can’t do anything about it. Increase CD to 90s(78s traited) because 60s(48s) is too kitten ed often. Perhaps also reduce its pulses from 4 times -3. I am happy with its cast time and animation and getting hit by it does deserve to get punished, but 100-0 punish is stupid.
  • signet of stone- reduce duration by from 6s to 5s
  • Rapid fire- reduced dmg by 15% (100% safe from 200000 range single target 100 blades, no thanks)

Adding counterplay: salty balance

in PvP

Posted by: Silent Sol.4963

Silent Sol.4963

  • Thief
  • please don’t put executioner and panic strike in the same line WHILE being able to take both. Best of both metas with 0 trade off, gr8 m8.
  • attacks from stealth- this should possibly only apply to the 1 skills from stealth. wiffing a stealth attack should reveal the thief, currently a thief can poke an aegis, shake a blind or even get dodged with no consequence all from stealth. If you managed to blind block or dodge a backstab, you should be rewarded with the thief revealing himself from goofing up.
  • Engi:
  • Overcharged Shot- short warm up animation
  • Incendiary powder- I don’t think this trait will be as much as an issue with it becoming a GM is a mostly unused line but I want more counterplay. My idea is for an audio queue to happen once it is procced but a napalm projectile similar to flame thrower #2 is launched from the engineers tool belt after the queue happens.
    This gives the opponent the opportunity to dodge or even LoS the proc. The audio queue might make dodging it too easy but I think the projectile or something similar is a necessary change. Have the velocity at a reasonable speed and not slow and unreliable like scorpion wire or magnetic grasp. If needed, have it deal a very small amount of damage like doom or chocking gas.
  • accelerant-packed turrets- when a player detonates a turret, have it make a whooping siren and display a red emergency light for its AoE ring. A 1/2 or 3/4 time until detonation is a reasonable time for evacuation of the vicinity. If the turret is destroyed NO TIME FOR A WARNING but the siren still sounds so players know what the hell just happened.
  • healing turret-this heal is SO incredible, its overcharge heals allies for 2.5k and is a water field in such a huge radius AND removes 2 condis AND is on a 15s CD or 20s if you chose to blast it for an additional 1.3k AoE heal. Up its cool down 20(25)s at LEAST.
  • slick shoes- this received a CD reduction on both parts of the skill, revert one of the 2. My votes for the active slick. Also, not everyone wants to channel their inner swine and roll around in an engis poop juice when they’re standing still waiting for the diarrhea to end. pls fix
  • grenades- getting nerf but who cares mortar to replace?? This applies to both perhaps. The visual effect for grenades is only visible once they’re in the air, point blank there is no tell. Add a glowing light effect on the engineers hands with the colour based on which type of grenade is being thrown. Red for shrapnel, Blue for freeze and Green for poison. The auto and flash don’t need it.
  • Necro
  • staff skills should have the same animations I mentioned for grenades, Red for blood, Blue for chillibains, Green for putrid (I think this actually already exists but make them ACTUALLY VISIBLE)
  • corrupt boon- this skills animation is very unnoticeable and only has 1/2 cast. Give it a noticeable white glow to the cast, 3/4 time but allow it to strip ALL boons again.
  • Signet of the locust- this has possibly the worst active effect for any signet in the game. My change is to make it a stun break and blind foes nearby target on a 25s CD (wots signet of air). The idea is to give necro a descent IMS and a fairly strong low CD stunbreak. Thoughts
  • deathshroud- this is obviously a tough topic but my idea is to delete life force completely and just have it keep the same health bar. This will put an end to conflicting heals. The functionality will change to something like a form you can switch to for 20 seconds at a time before getting kicked out. Its CD would be 15s starting when you chose to leave DS or are automatically kicked out. Current traits that buff being in DS would have to be changed and life force gaining traits would be obsolete, leaving room for other options for defensive or offensive options.
  • doom- have the skull appear while the Necro laughs menacingly because they’re jerks and all and have the fear proc 3/4 of a second after the cast. leave the skill still “instant” but with an attached delay.
  • chill of death- I have 2 ideas for this trait.
    -Similar to my proposed change to IP, after the proc an ice ball flings from the necro at the procced upon carrying all the current effects of spinal shivers.
    -A buff procs which is visible on your bar to all players where your next life blast can only activate it. It causes your next LB to deal +40% dmg, chill and remove 3 boons. The effect will be removed if its dodged or blinded and when the necro exits combat. The ICD only starts counting down when the effect ends, reduced ICD to 15s. The colour of the life blast is blue
  • spinal shivers- reduced cast time to 3/4s

(edited by Silent Sol.4963)

Adding counterplay: salty balance

in PvP

Posted by: Silent Sol.4963

Silent Sol.4963

  • Mesmer
    I am So afraid of the insane potential of a chaotic interruption mesmer, mesmer weakness isn’kittens damage output, it’s its ability to deal with thieves. My only change (which a friend suggested) is to make null field apply 3s of revealed on enemies per pulse. This along with thieves revealing on wiff is enough to make mesmers strong again.
  • Elementalist
  • good nerfs are good inc. Just. HOW HAVE ELES MANAGED TO STILL DODGE THE PERMA VIGOR PURGE. The only reason why this was missed in the first place was that eles were dead asf in the meta at the time of the purge.
  • also scepter/ focus is full of instant cast damage and needs to be reworked, obsidian flesh OMG.

If you think my ideas are wrong, please tell me why. I really want this game to grow and become esports as kitten, but I have no hope in the direction this game is currently going. The power creep is just too unreal. Once the inhuman monster that is Ostrich eggs decides to take a break what hope do us mere mortals have?

Finally, my necros Fart Goblin and Butt Stank both got banned, just some more proof anet hates necros.

http://i.imgur.com/oxyQYNl.jpg some small idea of how much I play and my experience on each class

Adding counterplay: salty balance

in PvP

Posted by: Kousetsu.1627

Kousetsu.1627

But if every class has broken OP kitten, doenst that mean the game is actually balanced? :O

Adding counterplay: salty balance

in PvP

Posted by: yolo swaggins.2570

yolo swaggins.2570

But if every class has broken OP kitten, doenst that mean the game is actually balanced? :O

Attachments:

Liaison for [Teef]
“Please stop complaining about stuff you don’t even know about.” ~Nocta

Adding counterplay: salty balance

in PvP

Posted by: Sagat.3285

Sagat.3285

“Remove the amateur second HP DS and replace it with a smart and proper mechanic,patches made it worse every time and you recycle them,we don’t want a bug as our mechanic” -The necromancer community-

“Revenant is actual proof that devs read the necromancer forum” – Pelopidas.2140
The Dhuumfire thread

Adding counterplay: salty balance

in PvP

Posted by: Archaon.9524

Archaon.9524

  • Mesmer
    I am So afraid of the insane potential of a chaotic interruption mesmer, mesmer weakness isn’kittens damage output, it’s its ability to deal with thieves. My only change (which a friend suggested) is to make null field apply 3s of revealed on enemies per pulse. This along with thieves revealing on wiff is enough to make mesmers strong again.
  • Elementalist
  • good nerfs are good inc. Just. HOW HAVE ELES MANAGED TO STILL DODGE THE PERMA VIGOR PURGE. The only reason why this was missed in the first place was that eles were dead asf in the meta at the time of the purge.
  • also scepter/ focus is full of instant cast damage and needs to be reworked, obsidian flesh OMG.

If you think my ideas are wrong, please tell me why. I really want this game to grow and become esports as kitten, but I have no hope in the direction this game is currently going. The power creep is just too unreal. Once the inhuman monster that is Ostrich eggs decides to take a break what hope do us mere mortals have?

Finally, my necros Fart Goblin and Butt Stank both got banned, just some more proof anet hates necros.

http://i.imgur.com/oxyQYNl.jpg some small idea of how much I play and my experience on each class

way above average forum balance discussion…and for sure way above anet’s ready up

so yeah… +1

Ark 2nd Account

Adding counterplay: salty balance

in PvP

Posted by: Zenos Osgorma.2936

Zenos Osgorma.2936

Professions:
Now I want to moan and complain about all the kittened no skill traits that have no counterplay for each class.

  • Warrior:
  • rampage-Thanks to the stab buff, rampage is now an unstoppable monster with 30 stuns, reduced damage intake and slowing condi durations, lich like damage(but melee Oh No) and 3 stacks of pulsing stab. Reduce the stab to 1 stack pulsing or lose the reduced damage intake. YOU GET ONE OR THE OTHER, NO GIVESIES BACKSIES.
  • stupid amounts of shoutbow buffs coming JUST WHAT WE WANTED. MORE BUFFS TO THE MOST BRAINLESS BUILD, turrets have higher skill cap
  • Guardian:
    My only problem with guard is smite condition being such a big hit as an instant cast, what do you suggest? Oh and scepter 3 bumped to a 3/4 cast time instead of 1/2 because latency and reaction time don’t mix well.
  • Ranger:
  • entangle- this skill with krait runes makes it near impossible to escape the roots with a cleanse, half the time you do manage to cleanse, it just hits so fast a 2nd time that you can’t do anything about it. Increase CD to 90s(78s traited) because 60s(48s) is too kitten ed often. Perhaps also reduce its pulses from 4 times -3. I am happy with its cast time and animation and getting hit by it does deserve to get punished, but 100-0 punish is stupid.
  • signet of stone- reduce duration by from 6s to 5s
  • Rapid fire- reduced dmg by 15% (100% safe from 200000 range single target 100 blades, no thanks)

Lol no thanks , Rangers are finaly on Track to being Even to other classes in terms of traits also good news HOT 1500 yards BASE LINE eat it and stop QQ’ing about rangers.

Rangers have tons of counter play and you’re only issue is clearly with the Meta One shot pony build , i don’t know what class you play but most experienced Rangers drop that meta build as soon as they learn its Limitations with what it can do and that is Sit back and shoot only offering pressure , Don’t forget in Hot Reverants,mesmers,warroirs are getting easier access to reflects so don’t whine about rf 1500 yards I’ve had enough of this lame Excuse for trying to nurf it.

Adding counterplay: salty balance

in PvP

Posted by: Lytalm.5673

Lytalm.5673

I would have no problem with those changes.

Les Pirates du Styx [xQcx]
Fort Aspenwood

Adding counterplay: salty balance

in PvP

Posted by: mistsim.2748

mistsim.2748

Entangle is fine. Rampage is stupidly OP. Slicks shoes knockdown shouldn’t stack the way it does.

(edited by mistsim.2748)

Adding counterplay: salty balance

in PvP

Posted by: BlackTruth.6813

BlackTruth.6813

At least this guy hits all the BS every class can pull. I’ll put in mine:

The stun break portion of slick shoes should be on the oil slick utility itself, not on the tool belt. The reset stun break is just absolute BS and the low 23 sec cool down on super speed is just face-roll easy mode when you combine it with the 16 second gear shield and jumping puzzle in sPvP. It’s either 45 second stun break or keep having a broken game.

D/d Ele needs to stop having perma-vigor and high protection uptime.

In the next patch? Shake-it-off probably shouldn’t even be a stun break anymore either.

twitch.tv/blacktruth009
Schwahrheit, #1 Fuhrer NA, Just your everyday typical rager

Adding counterplay: salty balance

in PvP

Posted by: BlackBeard.2873

BlackBeard.2873

I agree with you, remove instants and support more counterplay (large effects on long-cds/large animations).

As far as sigils go, I think they should nerf MOST sigils down to about half of what they were before 4/15/14. If air and fire did about 60% of the damage, they are still useful for burst specs and stacking them is worth it to maximize burst, but you are really making a sustained damage sacrifice in the long run.

  • Elementalist
  • also scepter/ focus is full of instant cast damage and needs to be reworked, obsidian flesh OMG.

I think the BIGGEST problem with fresh-air eles isn’t the lightning procs (this only barely makes up for the terrible auto-attack). The largest problem is phoenix (esp. in melee range, or with lightning flash) and arcanes (which have been problematic for a long time). I would put a longer windup on phoenix (like 0.75s total), but make it evade during that 1/2s and increase its projectile speed again, keeping it a strong counter-pressure option vs. thieves but allowing specs to actually dodge. As for arcanes, their CD’s should go WAY down (to 5-10s) as well as their damage, making them low-CD finishers/crit procs.

Scepter needs a LOT more work besides these nerfs: autoattacks that aren’t garbage, rework to dragon’s tooth (shorter cast time, same delay, maybe ground targeted), and a rework to shatterstone (pulsing vuln each tick, longer CD).

The only problem with these suggestions is that all the instant damage is literally NECESSARY to have ANY chance v. thieves. I am not sure if reducing that (esp. phoenix) will just delete the spec. But then again, thieves have been ruining balance since day 1.

(edited by BlackBeard.2873)

Adding counterplay: salty balance

in PvP

Posted by: DeWolfe.2174

DeWolfe.2174

The game is designed for those who only like posting big numbers and getting fast kills. The pacing is twitchy, jumpy, and frenetic for the highly ADHD and overly caffeinated lot. You will not find thoughtful counter play and a lot of thinking in that kind of designed environment. It’s why damage output and offensive skills far outweigh defensive skills. I don’t see this changing any time soon. I’d be stunned if they created another fun bunker build ever again.

[AwM] of Jade Quarry.

Adding counterplay: salty balance

in PvP

Posted by: xandi.4765

xandi.4765

10/10 I hope that the arena net pvp team would read this and balance the game more properly.

Adding counterplay: salty balance

in PvP

Posted by: Rym.1469

Rym.1469

  1. doom- have the skull Rick Gervais appear while the Necro laughs menacingly because they’re jerks and all

https://youtu.be/F8C0Ou9WVTE

[rude]Antagonistka – Revenant, EU.
[SALT]Natchniony – Necromancer, EU.
Streams: http://www.twitch.tv/rym144

Adding counterplay: salty balance

in PvP

Posted by: infantrydiv.1620

infantrydiv.1620

Hey Sol, these suggestions are really good. You really understand the current state of the game. /support

Ranger//Necro

Adding counterplay: salty balance

in PvP

Posted by: Ashern.5328

Ashern.5328

I agreed with mostly everything besides a few engi stuff. Healing turret is fine how it is. Engis have no condi cleanse whatsoever unless they bring a utility that has it, but that severely lowers their useability. If the recharge is increased, engis will ultimately have their main lifeline severed. Furthermore, healing turret doesn’t even heal that much. 5k without healing power isn’t a lot compared to some other skills. It’s not that game breaking, and the aoe heal is helpful to teammates and actually gives them some support qualities in a team fight.

Slickshoes, yes it’s hated, but the truth is it’s not that bad. One stability is enough to get out and then continue to stay out of the engi’s trailing path. If you don’t have a stability, then you can use a blink. If you don’t have a blink, then you quite literally deserve to be slicked. I don’t see how this skill is any different than other classes’ ability to ensare.

Rangers have Entangle and your only option is condi cleanse > evade or blink. Guardian’s have Binding Blade (which is easy to save your stun break for) but in a team fight it does gather people up for a good nuke; not to mention Ring of Warding. Point is, these other skills may not be on the same level as Slick, but if you know an engi has slick shoes, it should be up to you to know how to navigate to avoid him and/or save your stun break if they knock you back and then slick around your CC’d body.

Active Super Speed is great and I wouldn’t nerf its recharge either. Engis only ever have 1 stun break and making this skill recharge longer will also severe their lifeline. Yes, Engis are able to escape death more than any other class I believe, but the changes you imposed will take all of that away and effectively lessen their usefulness by a great deal, especially in 1 vs 1s and put them under-par with other classes/builds.

(edited by Ashern.5328)

Adding counterplay: salty balance

in PvP

Posted by: runeblade.7514

runeblade.7514

tl;dr: Buff necro nerf everyone else.

5x Warrior, 5x Ranger, 4x Elementalist, 4x Engineer,
4x Necromancer, 3x Mesmer, 4x Guardian, 4x Thief, 4 Revenant