Balance changes make no sense!

Balance changes make no sense!

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Posted by: Dee Jay.2460

Dee Jay.2460

Like most players I was really looking forward to those patch notes set to be released with the patch. I was expecting the first major game-play revision since launch.

What I later read though looked more like a random assortment of changes rather than anything based of the feedback provided through these forums over the past months. In fact, a lot of the changes still leave me perplexed and I have a hard time making sense of ANets reasoning.

Let’s just re-cap some of the most heated balance issues that were discussed on these forums over the past weeks/months.

The top balance issues were
1. Thief Backstab burst in PvP and WvW
2. Guardian Bunker builds in PvP
3. Elementalist Bunker builds in PvP
4. Poor state of Rangers
5. Mesmers potency in PvP and WvW
6. The general power of Quickness

So let’s just see how each of the issues was tackled, if at all.

1. Undoubtedly the most discussed balance issue was Thief Backstab Burst caused by the Steal+Mug > C&D > Backstab combo.

How was this addressed?

Well Cloak and Dagger Damage was reduced by 33% in PvP. Yet not only was C&D the least problematic part of the Backstab combo it also doesn’t apply to WvW, where a lot of the complaints originated from.

Essentially Thief Backstab burst remains unchanged for WvW players and wasn’t nerfed much in sPvP either. Not only that, with C&D nerfed it also made a few of the less popular builds less attractive (S/D, P/D).

The fact that Mug, a Tier 2 Trait can still crit for up to 6000 or being able to Steal during C&D was not addressed.

2. Followed by the Thieves debate was the issue with Bunker Guardians and their impact on tPvP games.

How was this addressed?

With the changes to some of the Boon-Runes and changes to some of the Guardian’s boon durations their survivability should be somewhat lower. Especially the nerf to Selfless Daring should be noticeable.

But on a grander scale of things…I seriously doubt this will be enough to change the current tPvP meta game. Not only that, this still makes Bunker Guardians virtually unkillable 1v1 in WvW and probably PvP too.

Considering how big of an issue Guardians were…these changes just aren’t going to be enough to seriously impair Bunker Guardians. It’s odd considering that Elementalist Bunker builds did get a significant nerf.

3. Elementalists were the second popular Bunker build.

How was this addressed?

While the functionality of most skills remains unchanged, the changes to the Boon duration coupled with changes to Evasive Arcana should make Elementalist Bunker builds slightly less problematic than they were before.

4. While balance issues with other professions were discussed too, most people agreed that Rangers performed rather poorly in PvP.

How was this addressed?

While Rangers did receive a number of changes and buffs to specific abilities no change will lead me to believe that Rangers now will be any better than they were before. In fact the patch didn’t address nearly as many issues as Ranger players were lead to believe.

5. Mesmer discussions were less unanimous although they are generally perceived as a very powerful profession. Issues evolved particularly around the use of Portals both in PvP and WvW.

How was this addressed?

This is one of the most baffling changes I read in the patch notes: “The cooldown of portal is now 90 seconds, up from 60”. Now maybe there was a very explicit tactic that was supposed to be limited by this change but other than that, it changes absolutely nothing about the skill.

I mean the fact that they changed it at all implies that something was wrong about it. And yet the change they made seems to be the most ineffectual one they could have come up with. It has zero effect on portal bombing, on fights against Mesmers or on PvP portal tactics.

It just seems completely useless.

6. Quickness, the 100% speed increase caused by a few abilities was genrally considered problematic in the grand scale of things, especially compared to other DPS increasing abilities.

How was this addressed?

Now there is always the possibility that ANet didn’t consider this as much as an issue as the community. Maybe that’s why nothing changed. Quickness still stands out as the only 100% DPS increase in game.

Now what bugs me most about these changes is not that a specific ability or skill was not buffed or nerfed. It’s the fact that, as an avid forum poster, I feel all the feedback and discussion we had here on these forums was completely ineffectual.
Very few of the changes address concrete issues discussed here on these boards or even consider the many pages of insightful discussions that were had.

I ask why bother having an online forum if you’re going to ignore most of the feedback and discussion anyway?

It just seems so pointless.

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Posted by: aydenunited.5729

aydenunited.5729

I ask why bother having an online forum if you’re going to ignore most of the feedback and discussion anyway?

It just seems so pointless.

It is. Because if they made these changes, the vast majority of you would simply move on to the next “most OP” thing and it’s an endless cycle of re-balancing. A slow approach to good consistent balance is better than a see-saw of what is good now isn’t good next month.

And truthfully, a lot is ignored because a lot of the feedback on this board in particular is god awful.

Jumzi (Ranger), Tarnished Coast

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Posted by: Sebyos.4089

Sebyos.4089

It is proper garbage and very discouraging.

CC beasty Eles still OP
Illusion spamming Mesmers still OP
8vs8 still kitteny
Necro still kitteny and got only 3 minor buffs…

Not enough customization when picking stats in gear…

The list to add to the OP’s list is awful long…

80 Norn Necromancer Max : JC, WS, TL, AT.
100% World completion.

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Posted by: Phira.3970

Phira.3970

IMO, let it be more imbalanced, add more skills and add to CHAOS. A school of overpowered builds thrown at each other. Who will win. Its like Superman vs. ughh.. Spiderman?
2 overpowered people fighting is always interesting. YES.This was the true meta tthat I sought. This was why GW1 pvp was so interesting.

(edited by Phira.3970)

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Posted by: Dee Jay.2460

Dee Jay.2460

The list to add to the OP’s list is awful long…

I focused on the most frequent and intense debates topics on these forums. Of course there are other issues but the aforementioned were the most crucial.

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Posted by: Candiru.5279

Candiru.5279

regarding thief the funny thing is that they nerf the other viable build…. so the result is even more thieves will play backstab builds

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Posted by: Navzar.2938

Navzar.2938

Regarding elementalists, its more than “slightly”. Evasive arcana can’t blast finish at all anymore, so that wiped out any staff bunkers (and other staff builds). As for Mesmer, apparently their berserker phantasm now does less than half damage. And of course, we’ll be seeing far more bs thieves now…

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Posted by: shaolin.9716

shaolin.9716

Warriors would need a serious buff elsewhere is they lost quickness. A well timed quickness burst is the only way to kill some professions. Also, too many professions are nearly uncatchable for a pure melee warrior because they seem to never be out of an escape or kiting cooldown.

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Posted by: Seether.7285

Seether.7285

Regarding elementalists, its more than “slightly”. Evasive arcana can’t blast finish at all anymore, so that wiped out any staff bunkers (and other staff builds). As for Mesmer, apparently their berserker phantasm now does less than half damage. And of course, we’ll be seeing far more bs thieves now…

Do you even play the game? How can you say staff bunkers are wiped out when they are still run by many teams.

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Posted by: Navzar.2938

Navzar.2938

Regarding elementalists, its more than “slightly”. Evasive arcana can’t blast finish at all anymore, so that wiped out any staff bunkers (and other staff builds). As for Mesmer, apparently their berserker phantasm now does less than half damage. And of course, we’ll be seeing far more bs thieves now…

Do you even play the game? How can you say staff bunkers are wiped out when they are still run by many teams.

I said staff bunkers.

(edited by Navzar.2938)

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Posted by: milo.6942

milo.6942

Regarding elementalists, its more than “slightly”. Evasive arcana can’t blast finish at all anymore, so that wiped out any staff bunkers (and other staff builds). As for Mesmer, apparently their berserker phantasm now does less than half damage. And of course, we’ll be seeing far more bs thieves now…

Do you even play the game? How can you say staff bunkers are wiped out when they are still run by many teams.

I said staff bunkers, though I admittedly haven’t played much pvp since the last patch, just some hotjoin, in which they’ve disappeared.

So in other words you were talking out of your posterior?

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Posted by: Zox.5964

Zox.5964

4. The lack of ranger changes is really grating with me.