I and many of us who still play pvp in this game would like to know a little more about what is planned “soon” in regards to balance changes? There are many issues that have been brought up with the current meta, certain classes being much stronger choices, and there has been little communication/recognition by Anet. Can you give us any answers on the following?
-Thief Backstab combo? You guys ok with a mug 10 point trait doing up to 6k damage + being able to pre-cast a CnD before for another 3-4K all hitting simultaneously (not to mentioned followed by a backstab or any other of the thiefs ability’s for 10-15K in 1.5 seconds)
-No body enjoys this and I haven’t heard any player, top or not support this. Do you guys?
-Bunker Guardians being the best at the job and the ideal choice? (Followed by elementalists)?
-Do you see how this limits choices within tpvp?
-Mesmer Portal and Time Warp are just to strong not to have (I mean come on really a 10 second quickness for the team, who ever thought this was balanced?)
-Do you see how this limits effective choices again?
-Top elementalists d/d, s/d, s/f, Staff are the most superior class for roaming/burst/escapes/survivability/support all in one. This comes down to the lingering boons of Elemental Attunment and Soothing mist.
-These just offer to much to the team and no team can pass them up, thus leaving only 2 slots on any given team. Well 1 honestly, since given the above, the best counter to all of the strong survivability classes such as bunker/ele/ele burst-long life up time/ and mesmers drawn fight tactics, the 4th slot and ideal to counter this is a burst class, and generally that is thief and maybe a warrior spec. So choices are fairly slim….
Is this all working as intended? If not, what are your plans or idea’s (I think most of us would like to hear your thoughts even if you chose to go another way that still solves the problem?).
I know if I was in charge and could do a little programming, I would simply……. (and yes I’ve worked in the test department at Lucas Arts and know these could be rolled out in 1 week tops).
1. Half mugs damage and not allow any precasting of abilities while using steal. And increase stealthing debuff an additional 1.5-2 seconds.
2. Reduce the current stability limits of the guardian by about 2 secs per application of its abilities, reduce the passive healing of its regen by 15%, and cut back protection by about 1-2 seconds per ability. They would still be VERY durable if specced, but would give reason to try something else out.
3. Reduce elemental attunement passive boon buff to 3.5 seconds, and lower soothings mist healing by 20%. The class would still be very strong, just not the over-kill in relation to what other classes can bring like it is at the moment.
4. For memsers i would remove AOE quickness (not sure what Id replace with) and remove portal, they are simpley to strong for this game type. For portal I’d replace with an ability like etheral walk of the necro minus the life-force generating lol…. This would be a good source of swiftness that many (casuals and pro’s) have wanted access to and would keep them on par movement wise/secondary point holder as other choices that would become viable.
These are the main topics not commented on so far from what I’ve read and keep coming up within whats wrong with the game. There are other things, but these changes would help A LOT. Also I’d imagine that if you just implement a ladder, custom arena’s and don’t look at these changes, things would become stale faster than is already happening.
(edited by Zenyoga.6910)