Balance Wish List!!!!!!!

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Posted by: Emdrix.6124

Emdrix.6124

Dragonhunter:
- F1 spear throw range reduced to 900
- trap heal and f2 base healing reduced by 15%

- test of faith duration reduced to 4 seconds ( from 6 secs)

Druid:
-ancient seeds immoblize duration reduced to 3 secs ( from 5 secs)
- bristleback f2 damage reduced by 15%

Thief:

- pulmonary impact now has an ICD of 5 seconds
- Vault damage reduced by 15%
- Death blossom ( D/D dagger 3 ) is no longer an evade , increased bleed stacks to compensate

Mesmer:

-continium split no longer works with elite skills

Scrapper:

- Reduced stability duration by 15% from both traits in the scrapper traitline

Tempest:

- Healing to allies from from Auras reduced by 15%, self healing remains the same

- stone heart now reduces damage by 50% from critical hits instead of being 100% immune to crits

Idk what to say about warr/necro/rev but I feel like the changes I listed there would make the game alot more balanced and less brainless and they are just small chhanges instead of huge nerfs to skills like they did to the revenant.

(edited by Emdrix.6124)

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Posted by: Lordrosicky.5813

Lordrosicky.5813

Dragonhunter:
- F1 spear throw range reduced to 900
- trap heal and f2 base healing reduced by 15%

- test of faith duration reduced to 4 seconds ( from 6 secs)

Druid:
-ancient seeds immoblize duration reduced to 3 secs ( from 5 secs)
- bristleback f2 damage reduced by 15%

Thief:

- pulmonary impact now has an ICD of 5 seconds
- Vault damage reduced by 15%
- Death blossom ( D/D dagger 3 ) is no longer an evade , increased bleed stacks to compensate

Mesmer:

-continium split no longer works with elite skills

Scrapper:

- Reduced stability duration by 15% from both traits in the scrapper traitline

Tempest:

- Healing to allies from from Auras reduced by 15%, self healing remains the same

- stone heart now reduces damage by 50% from critical hits instead of being 100% immune to crits

Idk what to say about warr/necro/rev but I feel like the changes I listed there would make the game alot more balanced and less brainless and they are just small chhanges instead of huge nerfs to skills like they did to the revenant.

Ele healing is fine. It is a limited spec. It is fun to have dedicated support in the game. They die to focus fire anyway.

Warrior:
Mace f1 no longer gives blind
Greatsword 3 base damage decreased 15%

Other than that, decent changes.

Character: Henry rank million/Duke Henry
Necromancer/Casual Warrior
[Team] Best WvW guild of all time. EASILY.

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Posted by: Moises.2196

Moises.2196

Dragon hunter f1 should simply have a cast time 3/4 s so that people can dodge it.
Test of faith needs a cast time on it like the other traps.
I agree with the heal on f2 and would also add that shield of courage f3 should be instant cast but should not allow the guardian to attack without dropping the shield.

The evade frame on vault needs to go not the damage. (removing damage in the game for the most part just leads to long fights and makes bunkers way to strong. That’s why we don’t have tank amulets anymore.)
The evade on deathblossom needs to stay for d/d power build and should instead remove the bleeding from the skill and be moved to backstab (remove the 1s CD from stealth attacks). I would also say that they should remove the blind from shadow shot and removed the cd on stealth attacks to make the d/p set rely on backstab for damage, stealth for defense, and shadow shot for a gap closer.

Mesmer can easily be fixed by changing confusion to not deal damage/sec. This will allow people to have some counter play against condi mesmer.

Scrapper needs the stability from final salvo to go and swap places with rapid regeneration. They have too much in one build. This would also give downed players a chance against that gyro stomping them.

Tempest needs the auras from shout to go accept for the elite and flash freeze should daze foes for 1s to compensate for the lost aura. Elemental bastion should also no longer grant a frost aura. The scarcity of auras would balance out the healing. I would also change water overload to not cleanse conditions per pulse. I would also make invigorating torrents not apply regeneration and simply cleanse a condition instead so that it doesn’t rely on water for condi clears. Diamond skin should also be changed so that it no longer has a threshold and simply remove 1 condition every 3s. These suggestions are made to make the ele less tanky, become more independent of the water trait line, and allow for tanky amulets to return to the game so that eles can still be tank healbots, but not be completely broken like before.

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Posted by: Supreme.3164

Supreme.3164

Another one of those threads…..where the idea of balance is so far from the truth and the overall knowledge of this playerbase is shown in full. Your average player firmly believe that he has achieved the highest possible level of skill on a given profession and that death only comes in the form of OP opposition and therefore should be extremely weakened to allow what in his mind is perceived as “fair matchup”.

The truth is, your average player got no idea of what balance means or simply he’s too egotistical to accept it.

A clear example of what I’m saying :
-" reduce effectiveness of stone heart by 50%" when the trait only works when ele is attuned to earth and in doing so the ele lose on all healing from water, dmg from fire/air and other small benefit.

Going earth to negate an incoming burst is considered ,by the devs, a tactical choice because there is an absolute sacrifice to make : your ele is stuck in earth, reducing the value of that choice should come also with the removal of any “Cons”.

Example 1: “stone heart effect reduced by 50%, now works with all attunements”

Example 2: “stone heart effect reduced by 50% , now reduces any source of dmg ( condi-direct-crits) by 50%”

Both these examples would ofc never be taken in consideration by the average player in GW2 because “competition” is the last thing on their mind as what they’re looking for is non-challenging environment

Now about the removal of aura from shouts…do people understand the concept of “cause and effect”?

Aura spam is trademark of tempest, made for support role, many limitations have been placed on the Tempest as a consequence, if you remove the auras from shouts, you remove the reason for Tempest to exist in its current form and in doing so…you simply open the pandora box for the ele community

“Shall we triple the dmg of shouts now that they don’t heal anymore?”
“Maybe we add more condis on them like 3 stacks of torment on feel the burn?”
“The CD nerf no longer stands and base heal of Elemental Bastion should be tripled”

That healing is what is being currently used to justify many short coming of the Tempest, when that healing is removed…neither the devs or the community will have anything left to justify the current state of Tempest.

The removal of that healing will effectively kill current tempest in PvE-WvW and PvP.
The scope of the balance in a MMO is so grandiose that it simply cannot be understood by your average player ( including me even if I still try my best to do so).

Balance in a MMO is not limited to what you experience in a random 1vs1 in the far corner of the map while using whichever build you like

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Posted by: Emdrix.6124

Emdrix.6124

Another one of those threads…..where the idea of balance is so far from the truth and the overall knowledge of this playerbase is shown in full. Your average player firmly believe that he has achieved the highest possible level of skill on a given profession and that death only comes in the form of OP opposition and therefore should be extremely weakened to allow what in his mind is perceived as “fair matchup”.

The truth is, your average player got no idea of what balance means or simply he’s too egotistical to accept it.

A clear example of what I’m saying :
-" reduce effectiveness of stone heart by 50%" when the trait only works when ele is attuned to earth and in doing so the ele lose on all healing from water, dmg from fire/air and other small benefit.

Going earth to negate an incoming burst is considered ,by the devs, a tactical choice because there is an absolute sacrifice to make : your ele is stuck in earth, reducing the value of that choice should come also with the removal of any “Cons”.

Example 1: “stone heart effect reduced by 50%, now works with all attunements”

Example 2: “stone heart effect reduced by 50% , now reduces any source of dmg ( condi-direct-crits) by 50%”

Both these examples would ofc never be taken in consideration by the average player in GW2 because “competition” is the last thing on their mind as what they’re looking for is non-challenging environment

Now about the removal of aura from shouts…do people understand the concept of “cause and effect”?

Aura spam is trademark of tempest, made for support role, many limitations have been placed on the Tempest as a consequence, if you remove the auras from shouts, you remove the reason for Tempest to exist in its current form and in doing so…you simply open the pandora box for the ele community

“Shall we triple the dmg of shouts now that they don’t heal anymore?”
“Maybe we add more condis on them like 3 stacks of torment on feel the burn?”
“The CD nerf no longer stands and base heal of Elemental Bastion should be tripled”

That healing is what is being currently used to justify many short coming of the Tempest, when that healing is removed…neither the devs or the community will have anything left to justify the current state of Tempest.

The removal of that healing will effectively kill current tempest in PvE-WvW and PvP.
The scope of the balance in a MMO is so grandiose that it simply cannot be understood by your average player ( including me even if I still try my best to do so).

Balance in a MMO is not limited to what you experience in a random 1vs1 in the far corner of the map while using whichever build you like

Ive been top 30 solo Q only, 1 week and a half ago when I still played this game. How is that average? The average is like in gold. And yes ele needs nerfs just like about everything else. If you deny that fact you are delusional.

(edited by Emdrix.6124)

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Posted by: Supreme.3164

Supreme.3164

Your position on this leaderboard…means absolutely nothing, other than boosting your own ego, the leaderboard does nothing to improve your perception of the game or the general knowledge of all game mechanics, professions and all game mode.

It takes years for somebody to reach a position of game designer within a triple A company and even after that ..they still do mistakes and learn. Still you believe that “climbing” this leaderboard magically turns you into an “all knowledgeable” personality….when it’s already painfully obvious that you know 1-2 professions max and just the meta builds with small variations

It’s obvious that you’re a thief and you never played a dragon hunter or ranger or mesmer or scrapper…at least not against any competent player

1) Vault can reach up to 9k dmg under right conditions….a 15% reduction is like nothing, but again you’re a thief so expecting unbiased suggestions is out of question

2)F1 spear reduced from 1200 to 900..and? Who and how many times will face a dh at 1200 range? what kind of DH simply use f1 from 1200 in an obvious manner?…surely not the ones who mastered the class

3) Bristleback dmg reduced by 15%? No vet get killed by a bristleback…ever; with close to 2s activation and such easy to negate source of dmg(reflect can be spammed atm), no competent player will ever consider this pet a serious threat. A 2s reduction from ancient seed…it takes half that time with quickness to deliver rapid fire burst plus the time spent by the enemy to react and..I can do the same in 10s where you used condi cleanse/stunbreak or whatever..I still rapidfire you to death if you’re that bad to be hit in the first place

4)Continuum split not working on elite? and will your average mesmer suddenly start losing because they can’t 2x gravity well or moa?….surely you jest

5) reduced stability by 15%…wow…that surely will take away the reflect/block uptime of scrappers, maybe that will reduce their stealth intake or overall sustain….yes I’m being sarcastic..

6)..stone heart nerf, not much else to say. Your bias is too strong to even attempt a general explanation

By average gamer I mean general definition and got nothing to do with the perceived “skill” level or whatever; you and me are not game designer..we are average gamers but hey feel free to consider yourself a pro gamer or whatever, it doesn’t matter.

Got just one more thing to say : balance is not a one way mode, it will work against and in your favour, the less biased you are..and the closer you are to a game designer and based on what I see on this thread : you are a gamer and not a game designer.

As a general rule of thumb you should be afraid of every class and every class should be afraid of you.

An ele should not be able to perma tank everything or insta burst anybody but none of you will ever have a game where a mastered ele is just an easy target that requires no effort to bring down.

You say that stone heart should be nerfed by 50% and I say “Ok but now it works on all attunement” but you reply simply by saying that ele should be nerfed and this is difference between gamer and designer, the first wants the game to be fun for him…the second makes sure the game is fun for everybody

P.S just for fun..if I suggest to nerf vault by 50-60% dmg ( in PvP only…at least I make an effort to be unbiased), I can expect thieves to say :" it can be dodged easily..l2p" to which I could answer :" stone heart has plenty of counterplay as it is…l2p"

(edited by Supreme.3164)

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Posted by: Sparetent.9756

Sparetent.9756

1) Remove conditions
2) Remove bunker builds
3) Remove mesmer portal and shadow trap
4) Limit Necromancer minions to 3 & reduce minion damage
5) Add longer cooldown to Deathshroud
6) Remove the instant-finisher from Thief (Finishing Blow Elite) or add 2.5s cast time.
7) Remove the ability to cast finishers from Mist form, Stealth, teleporting away etc.

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Posted by: Emdrix.6124

Emdrix.6124

Your position on this leaderboard…means absolutely nothing, other than boosting your own ego, the leaderboard does nothing to improve your perception of the game or the general knowledge of all game mechanics, professions and all game mode.

It takes years for somebody to reach a position of game designer within a triple A company and even after that ..they still do mistakes and learn. Still you believe that “climbing” this leaderboard magically turns you into an “all knowledgeable” personality….when it’s already painfully obvious that you know 1-2 professions max and just the meta builds with small variations

It’s obvious that you’re a thief and you never played a dragon hunter or ranger or mesmer or scrapper…at least not against any competent player

1) Vault can reach up to 9k dmg under right conditions….a 15% reduction is like nothing, but again you’re a thief so expecting unbiased suggestions is out of question

2)F1 spear reduced from 1200 to 900..and? Who and how many times will face a dh at 1200 range? what kind of DH simply use f1 from 1200 in an obvious manner?…surely not the ones who mastered the class

3) Bristleback dmg reduced by 15%? No vet get killed by a bristleback…ever; with close to 2s activation and such easy to negate source of dmg(reflect can be spammed atm), no competent player will ever consider this pet a serious threat. A 2s reduction from ancient seed…it takes half that time with quickness to deliver rapid fire burst plus the time spent by the enemy to react and..I can do the same in 10s where you used condi cleanse/stunbreak or whatever..I still rapidfire you to death if you’re that bad to be hit in the first place

4)Continuum split not working on elite? and will your average mesmer suddenly start losing because they can’t 2x gravity well or moa?….surely you jest

5) reduced stability by 15%…wow…that surely will take away the reflect/block uptime of scrappers, maybe that will reduce their stealth intake or overall sustain….yes I’m being sarcastic..

6)..stone heart nerf, not much else to say. Your bias is too strong to even attempt a general explanation

By average gamer I mean general definition and got nothing to do with the perceived “skill” level or whatever; you and me are not game designer..we are average gamers but hey feel free to consider yourself a pro gamer or whatever, it doesn’t matter.

Got just one more thing to say : balance is not a one way mode, it will work against and in your favour, the less biased you are..and the closer you are to a game designer and based on what I see on this thread : you are a gamer and not a game designer.

As a general rule of thumb you should be afraid of every class and every class should be afraid of you.

An ele should not be able to perma tank everything or insta burst anybody but none of you will ever have a game where a mastered ele is just an easy target that requires no effort to bring down.

You say that stone heart should be nerfed by 50% and I say “Ok but now it works on all attunement” but you reply simply by saying that ele should be nerfed and this is difference between gamer and designer, the first wants the game to be fun for him…the second makes sure the game is fun for everybody

P.S just for fun..if I suggest to nerf vault by 50-60% dmg ( in PvP only…at least I make an effort to be unbiased), I can expect thieves to say :" it can be dodged easily..l2p" to which I could answer :" stone heart has plenty of counterplay as it is…l2p"

Lel 60% damage nerf so people can facetank vaults like they can facetank staff 5 from rev? People need to be punished for not dodging telegraphed attacks that’s why vault dosent need a huge nerf compared to stuff without an animation like passives. And no stoneheart dosent have any counterplay, its just straight up counters crit builds in a passive braindead manner just like pre nerfed diamond skin ele hard countered condi builds.

And I main revenant btw not thief

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Posted by: SneakyTouchy.6043

SneakyTouchy.6043

Dragonhunter:
- F1 spear throw range reduced to 900
- trap heal and f2 base healing reduced by 15%

- test of faith duration reduced to 4 seconds ( from 6 secs)

I think instead it would be better to run the same pass over meditation, f2 and aegis heals that was done to the mesmer’s heal on shatter: Require more healing power to be effective. The guardian has a little too much going for it defensively with a glass setup.

A similar pass should probably be done to the warrior’s defense line, making the sage amulet a reasonable choice.

(edited by SneakyTouchy.6043)

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Posted by: Ario.8964

Ario.8964

I like the evade on deathblossom because it gives power d/d a chance to survive in a frontal fight with d/p when it gets caught in one. If you wanna kill condi evade thief remove the bleeds from db and that’ll prove a better change over time. Condi thief already has p/d for those who want to play braindead stuff.

[Teef] Dragonbrand Thief and Engi main www.twitch.tv/ariodoesgaming and Ario Does Gaming on Youtube!

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Posted by: vove.2768

vove.2768

1. Start from scratch.
2. Do better work this time.

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Posted by: DeceiverX.8361

DeceiverX.8361

I like the evade on deathblossom because it gives power d/d a chance to survive in a frontal fight with d/p when it gets caught in one. If you wanna kill condi evade thief remove the bleeds from db and that’ll prove a better change over time. Condi thief already has p/d for those who want to play braindead stuff.

Agreed about power D/D. That said, they very well could just move the bleeds to Dancing Dagger to give it some value to P/D and rework death blossom to just be a better evade for both.

Most of the problem with D/D itself is that it lacks mobility and engage potential like D/P. Make DB a forward rush and D/D gets astronomically better (although not good enough for competitive play since CnD still sucks due to reliability and Dancing Dagger does next to nothing overall).

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Posted by: OriOri.8724

OriOri.8724

My short balance wish list

Ranger

  • Pet base stats are reduced and now scale based off of the player’s stats. No more tanky druids with high damage pets (or vice versa)

Guard
The virtues on DH really need to be scaled back, they are incredibly powerful to be 3 skills that they always have access to.

  • Reduce Wings of Resolve active heal by 15-20%, increase healing power contribution slightly. Its an incredibly strong heal considering its not even in the heal slot, so the DH also has access to another heal, and its on a decently short CD when traited. Also have it only remove 1 condition on top of immobilize
  • Reduce duration of Shield of Courage by 1 second, reduce CD of Shield of Courage by 10-15 seconds
  • Give Fragments of Faith and Test of Faith 1/2 sec cast times
  • Change Purification so that the initial heal is about 40% of the total heal (right now its only 20%), reduce total healing by 15%, increase healing power contribution by a bit

Thief

  • ICD on Impacting Disruption
  • Slightly nerf Vault. Either reduce its damage, take away its evade, or take away its leap finisher. But right now it just does too many things. I think the damage is fine because it is a choreographed skill, so taking away the evade or leap finisher would be good for now. It can be re-evaluated in a few weeks to see if that was enough

Mesmer
I am obviously biased on this one, so I will just point out anything in this thread that is off base for balancing mesmer

General

  • Reduce the boon and condi spam for all classes
  • Nerf skills that do more than 2 things (and by nerf I mean take them down to only doing 2 things)
  • Remove most passive procs from the game entirely
  • Adjust damage of all classes accordingly after reducing the access to boons and defenses
  • Make applying damaging conditions break stealth for all classes

Long term goal
Nearly every skill in the game ends up with its base value lowered and its modifier raised so that to be effective you need to spec for it. We shouldn’t have hard hitting skills on a bunker build, even if its “only” hitting for 3-4k. We shouldn’t have massive heals on classes that have no healing power etc…..

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Posted by: Emdrix.6124

Emdrix.6124

I like the evade on deathblossom because it gives power d/d a chance to survive in a frontal fight with d/p when it gets caught in one. If you wanna kill condi evade thief remove the bleeds from db and that’ll prove a better change over time. Condi thief already has p/d for those who want to play braindead stuff.

D/D power thief will never be viable anyway so might aswell remove the evade to kill D/D condi cancer

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Posted by: Sykper.6583

Sykper.6583

My SPvP Balance Wish List:

- Posting something “not-constructive” to your teammates in ranked play costs you 1 rating per post.

There we go.

Suicidal Warrior.
Putting Perspective on Zerg Sizes since 2012. Common Suffixes for 40+ include ~Zilla and ~Train
“Seriously, just dodge.”

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Posted by: LucianTheAngelic.7054

LucianTheAngelic.7054

I like the evade on deathblossom because it gives power d/d a chance to survive in a frontal fight with d/p when it gets caught in one. If you wanna kill condi evade thief remove the bleeds from db and that’ll prove a better change over time. Condi thief already has p/d for those who want to play braindead stuff.

D/D power thief will never be viable anyway so might aswell remove the evade to kill D/D condi cancer

If you’re a top 250 revenant you should know that 1v1ing a condi thief as a rev is a bad choice. I’ve seen like maybe 3 condi thieves in top tier play maximum, they lack the mobility that D/P has and some of the burst damage pressure, and if they have seemingly 1million evades it’s because they’re taking acrobatics and losing out on damage potential. On top of that there is a punish frame at the end of every death blossom.

As a fellow revenant it seems more that this is a personal vendetta because they are such a good matchup against power rev, but that comes back to my original statement of “we should never be 1v1ing them.”

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Posted by: Chapell.1346

Chapell.1346

Make Hidden Killer a guaranteed Critical hit because right now it’s being catered for those who played Hardcore as i play casually and having troubled against build viriety.

[Urge]
Between a master and apprentice, i would love to see the differences.

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Posted by: mrauls.6519

mrauls.6519

Man, people want DH to suck, rofl

Mes (Guardian)
I make PvP & WvW videos

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Posted by: Zintrothen.1056

Zintrothen.1056

I’d rather see Continuum Split be changed from increased duration per illusion to a number of charges per illusion. I agree that it’s too good with elite skills, but I don’t think removing it’s ability to work with elites at all is the way to go. Instead, just nerf CS. Allowing Mesmers to use unlimited skills over a duration and just reset those skills is pretty freaking powerful. With charges, they only have a number of skills they can use. With 4 charges, 1 from self and 3 from each illusion, you have 10 second to use 4 skills. One would be an elite, the others could be Shield 5, and then Sword 3 with the teleport. That’s 4 skills. And those ones would be reset only. With the current CS, you can do those 4 skills and then switch to staff for two more illusions, and you could spam your shatters do you need some condi cleansing or a quick burst. Either way, changing the skill to use charges is a nerf, and I think it would solve some problems.

Another, much simpler, solution is to reduce the effective of everything being reset by 50%. So, after the rift ends or is destroyed, you gain half the endurance and health lost during the split, and CDs used are cut in half. A Moa CD would be 90 seconds instead of immediately refreshed. This is something that could be tuned easily too. Instead of 50%, do 75%. Moa CD would be reduced to 45 seconds after CS ends.

Actually, I like my second idea better. It’s simple and effective. Either way, CS needs a nerf, and not one that removes its effectiveness with elites.

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Posted by: Emdrix.6124

Emdrix.6124

I’d rather see Continuum Split be changed from increased duration per illusion to a number of charges per illusion. I agree that it’s too good with elite skills, but I don’t think removing it’s ability to work with elites at all is the way to go. Instead, just nerf CS. Allowing Mesmers to use unlimited skills over a duration and just reset those skills is pretty freaking powerful. With charges, they only have a number of skills they can use. With 4 charges, 1 from self and 3 from each illusion, you have 10 second to use 4 skills. One would be an elite, the others could be Shield 5, and then Sword 3 with the teleport. That’s 4 skills. And those ones would be reset only. With the current CS, you can do those 4 skills and then switch to staff for two more illusions, and you could spam your shatters do you need some condi cleansing or a quick burst. Either way, changing the skill to use charges is a nerf, and I think it would solve some problems.

Another, much simpler, solution is to reduce the effective of everything being reset by 50%. So, after the rift ends or is destroyed, you gain half the endurance and health lost during the split, and CDs used are cut in half. A Moa CD would be 90 seconds instead of immediately refreshed. This is something that could be tuned easily too. Instead of 50%, do 75%. Moa CD would be reduced to 45 seconds after CS ends.

Actually, I like my second idea better. It’s simple and effective. Either way, CS needs a nerf, and not one that removes its effectiveness with elites.

Nan double moa or double well is really stupid tbh.