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Posted by: Agemnon.4608

Agemnon.4608

We all know in a general way what’s wrong where: power creep, too much condi, passives, and AoE CC but I will attempt to think of solutions in more details.

Elementalist:

  • Phoenix now cures 2 conditions (baseline) and on a 13 second cooldown. Phoenix travels 50 units farther and is 30% faster.
  • Water trident damage and healing buffed.
  • Heat Sync now converts conditions into boons for you and all nearby allies, 20 second cooldown.
  • Lightning Orb 25% faster
  • Lightning Flash is now a 20 second cool down, max range now 1,200. Cleanses two conditions.

Thief:

  • Unload damage nerfed by 15%, no longer gives might.
  • Vault damage nerfed 15% too.
  • Haste cool down reduced to 40, down from 60. Grants superspeed now (too much?)

Guardian:

  • Sword damage increased by 15%, no longer projectile effect.
  • Flashing blade distance increased to 750 up from 600.
  • Dragon’s Maw cool down reduced to 50 seconds.
  • Hunter’s Ward cool down now 35 seconds.

Ranger:

  • Search and Rescue is now 900 feet, rezzing speed of pet reduced 20%.
  • Healing seed now cures 2 conditions per pulse.
  • Signet of Stone now lasts 4 seconds, cooldown reduced to 60 seconds.

Necro:

  • No longer corrupts boon on autoattack.
  • Necro has tons of chill access between corrupt, Chilled to the Bone, friendly chill from teammates, etc., so to take this into account Chill Brain’s cooldown is up to 28, up from 16.

Mesmer:

  • Illusions can no longer follow the player. This enables counterplay in the form of LoS’ing. In other words they can only rush to where the player is, not follow where he is going to be.
  • Confusion access reduced 15%
  • Signet of Illusions deleted from the game, cooldowns on profession skills remains intact.
  • Phase Retreat now a 15 second cooldown.
  • Ether clone reworked to not generate clones (potentially overpowered)

Warrior:

  • Endure Pain now 2.5 seconds

Revenant:

  • Phase Traversal now 25 energy
  • Autoattacks on sword are 15% faster
  • Staff 2 20% faster
  • The revenant now stands as the source of heals while the tablet can still be summoned to serve as a nexus for the abilities. In its summoned form it goes from point A to B 50% faster than now.
  • Purifying Essence now 20 energy
  • Protective Solace now consumes 5 energy per second.

Engineer:

Oh boy, I’m going to have a field day here.

  • Proc Elixir S no longer allows a stomp.
  • Proc Elixir S causes a 6 second reveal.
  • Function Gyro has been deleted from the game (the player himself should commit to a stomp or rez if he wants one unless the class gives up something big for it)
  • Hammer damage nerfed 20% across the board. Scrapper has so much might access they don’t really sacrifice anything by going Paladin’s.

General:

  • Nightmare Runes have been deleted.
  • Runes of the Eagle give 12% more damage under 50% health. Now 6% sounds great in PvE with mega ultra monster HP pools but in PvP 6% doesn’t seem like that much even against a Barbarian Amulet warrior.
  • Resistance is now an effect.

Now it doesn’t totally get rid of condi but care has to be taken not to outright break condi into uselessness. It has utility effect but its usage should be smart and actually care about cleanses instead of thinking, “No big, I’ll just reapply again.”

(edited by Agemnon.4608)

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Posted by: Josa.5067

Josa.5067

So you are buffing eles and revenants, while destroying scrapper and base mesmer…?

I fail to see any logic here.

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Posted by: pico.6402

pico.6402

Let me guess, U loose to many times to mes and scrapper as kitteny power rev did U?

I didn’t saw more stupid sugestion on this forum…

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Posted by: Kodama.6453

Kodama.6453

Engineer:

  • Function Gyro has been deleted from the game (the player himself should commit to a stomp or rez if he wants one unless the class gives up something big for it)

LMAO, you want scrappers, who already have the most situational elite spec mechanic of all, to have NO elite mechanic at all? Are you serious? Not going to happen, I can tell you that. If you want to get rid of the function gyro, you have to replace it for another elite spec mechanic. Everything else would just be unfair.

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Posted by: Nova.3817

Nova.3817

well you tried but no thanks…

its pretty easy to see you play rev

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Posted by: Zintrothen.1056

Zintrothen.1056

Let’s go through this one at a time. Some suggestions I like, some are terrible, others can be done in different ways. I won’t be going through certain mechanics since I don’t know them well enough. And yes, I know my suggestions might be worse. Too bad.

Ele:

Lightning Flash Your suggestion is too powerful. They have way too much condi cleanse as it is, especially if they ever nerf condition quantity or strength. I agree with a reduced CD. It’s damage is the only thing it has over Mesmer’s Blink. Blink is a 1200 range stunbreak on a 30 second CD. My suggestion for LF is 1200 range, stunbreak, keeping the damage and current CD.

Thief:

Unload This is terrible with all the projectile hate. If you do indeed play rev, I can see it being a problem for you in a 1v1, but if you have any Scrappers or Tempests around, you can get projectile protection. Also, Unload lasts the duration of a dodge. It’s also blockable. P/P thiefs also do terribly up close and have no escape outside shadowstep or SB 5. Revs are extremely good at keeping on a target.

Vault YES PLEASE! That is all for that.

Haste For some reason Anet has all these quickness skills on 60 second CDs. Quickness is really good but 60 seconds is too long IMO. I agree with your change. Superspeed might be too though, unless they keep the 60 second CD.

Guardian:

Dragon’s Maw It’s CD is fine. It’s already below 50 seconds with the trait.

Hunter’s Ward It’s CD is also fine. If you manage to catch a target without evades, it’s extremely powerful.

Ranger:

Search and Rescue I agree with this change. 600 range is stupid small without easy the skill is to counter.

Signet of Stone I think the only reason it’s CD is above 60 seconds is because it also has a passive effect. IMO, the CD should change and the duration should match Endure Pain.

Necromancer:

Scepter AA Yeah seriously, the AA boon corruption is dumb. Just move it over to skill 2 or even 3. There are already enough passive things in this game. We don’t need boon corruption to be as well.

Chill Reapers in general have too much condition application. It’s way too easy to bomb someone. I think the best approach though is not to reduce the quantity of chill and condis, but their duration.

Mesmer:

Illusions Interesting idea! Most mesmers run the superspeed trait, so this would allow players to kite still to a extent. But honestly, I think they just need to replace superspeed with swiftness just to slow them down a little.

Confusion It’s fine as is IMO. The problem comes with torment. In this game, you die when you stop moving. And amazingly, Mesmers and condi Revs both have incredible access to torment for long durations. My solution is again to reduce their duration and, in the case with Rev, reduce the stacks down by 1 on Mace 3 and Axe 5. The rest of the skills require a lot of energy and are easily avoidable. Another idea is to remove torment on the first two AA skills and make AA 3 apply 1-2 torment and 1 poison.

Signet of Illusions This skill is fine as is. If it must be nerfed, increase its CD to 75 or 90 seconds at most.

Phase Retreat NO!

Ether Clone This skill is meant to supply a clone. I would be ok with a slight cast time increase since they decreased how long it takes to reach that skill.

Warrior:

Endure Pain This is your only problem with Warriors? Endure Pain is the least problematic skill with Berserkers. The problems currently is it’s too easy to condi bomb and their healing is almost 100% passive. They just need to hit one target with a full adrenaline bar to get nearly 1k HPS.

Revenant:

You definitely play Rev.

Phase Traversal This skill is fine. There needs to be some way for players to escape from a Rev. The high energy cost of teleporting skills allows that.

Sword AA This hits incredibly hard already. If anything, it needs a nerf again.

Staff 2 Meh, it takes some actual skill to use this IMO.

Engineer:

Elixir S If they change the passive trait to prevent stomping, then they need to do it to the slotted skill and to Ele’s Obsidian Flesh, as well as Distortion and every other immunity skill. I am ALL for this change. Stomps should never be free and should always be stoppable in some way. Same thing should probably apply to resurrecting, but that’s not as big of a deal since you only need one person to stomp, but rezzing often requires multiple players in heavy situations. Maybe at least make immunity prevent rezzing.

Also, if Elixir S reveals the Engi, then once again it’ll have to apply to every other profession with immunities.

Function Gyro This needs to exist, or else, as mentioned in one of the above posts, Scrappers won’t have an elite mechanic. The issue comes with it being a free stomp or near free stomp with the stability trait. Though with all the AoE CCs going around, it’s pretty easy to stop it. It takes about 5 seconds to stomp with it. Two players can easily stop that. In a 1v1, you shouldn’t be able to stop it anyway. So there isn’t really a problem with FG itself. The real problem IMO is that the Engi can keep attacking and cleaving and supporting teammates and himself at the same time. If Scrapper sustain and damage was nerfed overall, I don’t think it’ll be much of an issue anymore.

Hammer damage Yes, Hammer hits too hard, and offers too much sustain at the same time. But Hammer scales extremely well with might. First, let’s nerf the power coefficient for hammer skills and maybe flat out remove or significantly reduce the duration of the sustain aspects of hammer skills.

General:

Nightmare Rune Only the fear needs to be changed. Make it active. Let’s say, “chance when struck, your next condition also applies fear for 1 second on your current target.”

Resistance It needs to be corruptable or removable. It’s amazingly powerful and must have some counterplay so that condi Rev doesn’t become God again. If it becomes an effect, then it’s duration cannot be increased by the application of more resistance and it’s duration must be shortened.

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Posted by: Silberfederling.9302

Silberfederling.9302

Oh boy XD
Forum is getting better by the hour! May i open another buff thread demanding warrior condi dmg buffs? You know powa creep and all one can not have enough condi dmg XD
Seriously mate

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Posted by: Agemnon.4608

Agemnon.4608

Engineer:

  • Function Gyro has been deleted from the game (the player himself should commit to a stomp or rez if he wants one unless the class gives up something big for it)

LMAO, you want scrappers, who already have the most situational elite spec mechanic of all, to have NO elite mechanic at all? Are you serious? Not going to happen, I can tell you that. If you want to get rid of the function gyro, you have to replace it for another elite spec mechanic. Everything else would just be unfair.

Gyros in general are its mechanic. It’s automatic and doesn’t take up a utility slot while being on a 20 second cooldown on top of being passive whereas Impact Strike is 40 seconds, active, can be blinded, interrupted, etc. so they aren’t in line. For something that can rez or stomp passively on a 20 second cooldown on top of an Elixir S passive proc something needs to be balanced somewhere.

Classes like Mesmers and Engis have access to way more abilities and the ability to reset profession skills (especially with 5) is simply overpowered.

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Posted by: Kodama.6453

Kodama.6453

Engineer:

  • Function Gyro has been deleted from the game (the player himself should commit to a stomp or rez if he wants one unless the class gives up something big for it)

LMAO, you want scrappers, who already have the most situational elite spec mechanic of all, to have NO elite mechanic at all? Are you serious? Not going to happen, I can tell you that. If you want to get rid of the function gyro, you have to replace it for another elite spec mechanic. Everything else would just be unfair.

Gyros in general are its mechanic. It’s automatic and doesn’t take up a utility slot while being on a 20 second cooldown on top of being passive whereas Impact Strike is 40 seconds, active, can be blinded, interrupted, etc. so they aren’t in line. For something that can rez or stomp passively on a 20 second cooldown on top of an Elixir S passive proc something needs to be balanced somewhere.

Classes like Mesmers and Engis have access to way more abilities and the ability to reset profession skills (especially with 5) is simply overpowered.

Gyros are not a class mechanic, they are an utility skill type. Each elite spec got a new weapon, a new set of utility skills AND a new class mechanic. If you say the gyros are its new mechanic, then we have to remove all new class mechanics since all classes got a new set of utility skills just like the scrapper which count as their “new mechanic”.

You just have bias against the engineer class, I get that people think scrapper needs some nerfs. But please be fair enough to give engineers the same treatment like all the other classes: which means give it a new class mechanic just like all the other elite specs.

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Posted by: BlaqueFyre.5678

BlaqueFyre.5678

Engineer:

  • Function Gyro has been deleted from the game (the player himself should commit to a stomp or rez if he wants one unless the class gives up something big for it)

LMAO, you want scrappers, who already have the most situational elite spec mechanic of all, to have NO elite mechanic at all? Are you serious? Not going to happen, I can tell you that. If you want to get rid of the function gyro, you have to replace it for another elite spec mechanic. Everything else would just be unfair.

Gyros in general are its mechanic. It’s automatic and doesn’t take up a utility slot while being on a 20 second cooldown on top of being passive whereas Impact Strike is 40 seconds, active, can be blinded, interrupted, etc. so they aren’t in line. For something that can rez or stomp passively on a 20 second cooldown on top of an Elixir S passive proc something needs to be balanced somewhere.

Classes like Mesmers and Engis have access to way more abilities and the ability to reset profession skills (especially with 5) is simply overpowered.

Gyros are not a class mechanic, they are an utility skill type. Each elite spec got a new weapon, a new set of utility skills AND a new class mechanic. If you say the gyros are its new mechanic, then we have to remove all new class mechanics since all classes got a new set of utility skills just like the scrapper which count as their “new mechanic”.

You just have bias against the engineer class, I get that people think scrapper needs some nerfs. But please be fair enough to give engineers the same treatment like all the other classes: which means give it a new class mechanic just like all the other elite specs.

Thief never got a new class mechanic. That’s is all.

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Posted by: Agemnon.4608

Agemnon.4608

Engineer:

  • Function Gyro has been deleted from the game (the player himself should commit to a stomp or rez if he wants one unless the class gives up something big for it)

LMAO, you want scrappers, who already have the most situational elite spec mechanic of all, to have NO elite mechanic at all? Are you serious? Not going to happen, I can tell you that. If you want to get rid of the function gyro, you have to replace it for another elite spec mechanic. Everything else would just be unfair.

Gyros in general are its mechanic. It’s automatic and doesn’t take up a utility slot while being on a 20 second cooldown on top of being passive whereas Impact Strike is 40 seconds, active, can be blinded, interrupted, etc. so they aren’t in line. For something that can rez or stomp passively on a 20 second cooldown on top of an Elixir S passive proc something needs to be balanced somewhere.

Classes like Mesmers and Engis have access to way more abilities and the ability to reset profession skills (especially with 5) is simply overpowered.

Gyros are not a class mechanic, they are an utility skill type. Each elite spec got a new weapon, a new set of utility skills AND a new class mechanic. If you say the gyros are its new mechanic, then we have to remove all new class mechanics since all classes got a new set of utility skills just like the scrapper which count as their “new mechanic”.

You just have bias against the engineer class, I get that people think scrapper needs some nerfs. But please be fair enough to give engineers the same treatment like all the other classes: which means give it a new class mechanic just like all the other elite specs.

Maybe just increase the gyro cooldown or nerf other abilities to bring it in line? A kinda, “It can passively proc these boons and effects, but…”

“Thief has strong burst, stealth, and mobility, but is very squishy.”

“Ranger has good range, healing, and pet mechanics, but can’t handle CC and conditions that well”

“Ele has great healing, zoning, and with proper utilities has decent mobility, but its big moves are easily seen and can be interrupted easily. Also lowest base health and armor.”

“Necro has crazy condition spam, but can’t really move and therefore weak to focus fire”

“Revenant has great attack, AoE CC, passive pulsing boons, and defensive actives, but needs to manage energy and has no reliable heals as stow weapon is a counter while popping it to walk over traps and mines is too situational”

So we know where certain classes lack and what they’re great at.

Maybe instead of function gyro scrappers can get an exo suit with DPS effects, some CC, and some healing and cleansing? It would be like CA form but with different skills and scrapper would need to build up a resource activating it. Sounds even more OP but could work with the proper balancing in areas.

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Posted by: Varezenem.2813

Varezenem.2813

Agemnon it might surprise you but centering Ventari skills around the revenant is actually detrimental for the Revenant. I’d kindly suggest you to not bring this topic up ever again.

Reasons for that I’ve explained a lot in many different posts in the rev forum.

If you have any doubt about the possibility of ventari being used for support I’m willing to demonstrate to you it in practice.

While Ventari needs buffs it’s a high skill floor build so don’t expect to perform well without a lot of practice (that’s the reason pretty much any Ventari user in PvP is terrible.).

Tablet movement speed is also about right, now that they removed the annoying delays (cooldown needs to go down though). (By doing a not too precise test I found out it moves at around 3~4 times the speed cap)

Also both PE and PS are way too inexpensive.

Senbu Ren[Wind]
Herald of Ventari

(edited by Varezenem.2813)

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Posted by: Kodama.6453

Kodama.6453

Thief never got a new class mechanic. That’s is all.

Daredevil has a third dodge and gets 50 endurance when stealing. You may not like the elite spec class mechanic, but that doesn’t mean there isn’t any.

About function gyro: I don’t know why some people call it passive. What is passive about it? It has to be activated by the scrapper, so it isn’t passive. And I think it is balanced as it is. Its duration is really low, it can get cced, destroyed and all that stuff. Armor and health are pretty low so it shouldn’t be that hard to destroy it with aoe. And there are several classes that can prevent getting stomped in downstate. Like thief, mesmer, elementalist: these all are able to change their position. Since the gyro needs a long time to stomp, has to travel and try to stomp again and the short duration, it won’t be able to finish you.

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Posted by: Chaith.8256

Chaith.8256

All balance suggestions are crap unless they create more options and preserve balance. (Besides buffing Guardian meta build). So right off the bat, balance suggestions that affect the top builds need to largely be thrown out, because top build balance is way better than your changes indicate you know.

Buffs to Ele Scepter, Guardian weapons, Thief haste, Ventari Rev, these are sensible changes, you should not suggest changes to abilities used in meta builds – you simply aren’t good at balancing those

Forum Lord Chaith
Twitch.tv/chaithh
New Twitter: @chaithhh

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Posted by: Varezenem.2813

Varezenem.2813

All balance suggestions are crap unless they create more options and preserve balance. (Besides buffing Guardian meta build). So right off the bat, balance suggestions that affect the top builds need to largely be thrown out, because top build balance is way better than your changes indicate you know.

Buffs to Ele Scepter, Guardian weapons, Thief haste, Ventari Rev, these are sensible changes, you should not suggest changes to abilities used in meta builds – you simply aren’t good at balancing those

I wouldn’t say his Ventari suggestions are good… It shows lack of knowledge about the legend. He is increasing condi cleanse and projectile block too much while creating a long term balance problem with the tablets healing output…

Also I don’t really like playing a druid and turning Ventari into a druid (gameplay wise) isn’t exactly interesting.

Senbu Ren[Wind]
Herald of Ventari

(edited by Varezenem.2813)

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Posted by: BlaqueFyre.5678

BlaqueFyre.5678

Thief never got a new class mechanic. That’s is all.

Daredevil has a third dodge and gets 50 endurance when stealing. You may not like the elite spec class mechanic, but that doesn’t mean there isn’t any.

About function gyro: I don’t know why some people call it passive. What is passive about it? It has to be activated by the scrapper, so it isn’t passive. And I think it is balanced as it is. Its duration is really low, it can get cced, destroyed and all that stuff. Armor and health are pretty low so it shouldn’t be that hard to destroy it with aoe. And there are several classes that can prevent getting stomped in downstate. Like thief, mesmer, elementalist: these all are able to change their position. Since the gyro needs a long time to stomp, has to travel and try to stomp again and the short duration, it won’t be able to finish you.

Prior to hot thief effectively had a third dodge and the endurance on steal is not a mechanic by mechanic people mean the F skills every other class had a replacement or additional skill thief got neither.

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Posted by: apharma.3741

apharma.3741

I’d take Karl’s balancing over yours, he at least attempts to create diversity and promote using other traits, skills and weapons. You have largely gone for nerf hammers without addressing things that are not competitive or the reasons why certain builds/styles don’t work.

Example, you want to buff phoenix on ele however it doesn’t address the problem of the entire weapon set being clunky, extremely poor and slow auto attacks nor that else’s survival utilities like mist form and arcane shield are on stupidly high cool downs.

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Posted by: Deimos Tel Arin.7391

Deimos Tel Arin.7391

Warrior:

  • Endure Pain now 2.5 seconds

no.

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Posted by: Kodama.6453

Kodama.6453

Prior to hot thief effectively had a third dodge and the endurance on steal is not a mechanic by mechanic people mean the F skills every other class had a replacement or additional skill thief got neither.

Even if so, daredevil still got ANOTHER additional dodge. You can’t argue against that, daredevil is able to dodge more often than thief because he got an additional dodge as elite spec mechanic. And a class mechanic doesn’t have to be about f-skills btw.

Thief has the initiative system, which let’s them spam weapon skills and pay them with initiative. No f-skill, but it actually is a class mechanic.

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Posted by: BlaqueFyre.5678

BlaqueFyre.5678

Prior to hot thief effectively had a third dodge and the endurance on steal is not a mechanic by mechanic people mean the F skills every other class had a replacement or additional skill thief got neither.

Even if so, daredevil still got ANOTHER additional dodge. You can’t argue against that, daredevil is able to dodge more often than thief because he got an additional dodge as elite spec mechanic. And a class mechanic doesn’t have to be about f-skills btw.

Thief has the initiative system, which let’s them spam weapon skills and pay them with initiative. No f-skill, but it actually is a class mechanic.

Thief originally had an additional dodge in Feline Grace before they nerfed it an repackaged it as an extra energy bar for HoT that isn’t a new mechanic… Yes initiative is one part of the thief mechanic with steal but again they didn’t receive a new mechanic like every other class, every other class received something that changed how they played more or less.

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Posted by: Agemnon.4608

Agemnon.4608

Warrior:

  • Endure Pain now 2.5 seconds

no.

The original duration would be fine, but warrior also has a passive proc for it.

For Rev maybe nerf the autoattack but to maintain parity increase the speed? I was looking through different classes’ utility Wikis and resetting powerful skills especially combined with the trivial ability to summon clones doesn’t look to have a trade off.

The exo-suit combined with the hammer and elixir gun and profession skills should bring the scrapper’s skills up to 20. It would essentially be a reaper shroud but with a scrapper flavor and have different skills.

Exo-suit skill 1: machine gun fire

Exo-suit skill 2: Overclock-grants superspeed at the expense of your suit’s energy.

Exo-suit skill 3: Boost Jump-Jumps to your target, like thief shortbow 5 (so verticality isn’t a problem with valid target paths) but 1,200 range, locks to target (but doesn’t need one), and has a cool down (25 seconds)

Exo-suit skill 4: Stim-self healing skill that cleanses 3 conditions (2 after condi access gets scaled back)

Exo-suit skill 5: Raining Hell-uses a rocket launcher to shoot rockets into the air creating an ele fire staff 5 effect with rockets. 70 second cool down (too much?) Alternative: Rocket Launch- shoots a rocket for big damage and a blast finisher. 35 second cool down.

The idea is to keep the engi with his skills but remove some of the more passive elements of the class. Rev can also use a rework here but that balances out since it slows energy regen. Other classes would be adjusted to help make it balanced and also have some of their passive play removed too.

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Posted by: shion.2084

shion.2084

Bunker meta engi doesn’t have the same access to might, it doesn’t have elixrs to get it through HGH as conveniently, it doesn’t run the bottom scrapper mastery trait to get it through stability, it doesn’t have a fire field to blast.

When I fight meta scrappers they seldom have more than 7 – 8 stacks. In fact they have to choose a rune in order to make up for this deficiency which pigeon holes them, its actually taking something outside their class that even gives them the bit they have.

oh yeah and you would eliminate our class mechanic, if your giving a decent one then fine, but I didn’t see that part.

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Posted by: shion.2084

shion.2084

Also in 1 v 1 the auto potion S isn’t a reset, its typically a death sentence for the engi when I face them. I get the cap, and they can’t cleanse my condis. Half the time they die before they get out of it, or I drop thunderclap on them as soon as they go big again… oh and my IP and IA have likely reset.

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Posted by: Vicky.4563

Vicky.4563

I feel like everyone who makes a posts suggesting balance change or comments on it should post up a video of their game play first.

Just so we can see their understanding of their game of course.

It would save us a lot of time by filtering out suggestions from players with low level understanding on how things work. Or from players who play at the lowest tier and level.

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Posted by: Aeolus.3615

Aeolus.3615

@op DH is fine, we dont need more trapnabs spamming and running away.

- scrappers only need boon duration cuted, since scrappers boons last much longer than guardian does when boon duration is aplyed , scrapper/engie has more boon spamming, that is the only problem with this class.

Overall condi and power damage, their ouput needs to be reduced as some classes on bunker gear that also do to much, if more gears are introduced, playersd need to spec trully for what they want if they want that much damage, it is a matter of sacrifices and choices, since come classes are uber broken, reason Anet hides most trinkets from pvp…

GW2 the most broken game :| saddly.

1st April joke, when gw2 receives a “balance” update.

(edited by Aeolus.3615)

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Posted by: Agemnon.4608

Agemnon.4608

I feel like everyone who makes a posts suggesting balance change or comments on it should post up a video of their game play first.
Just so we can see their understanding of their game of course.

Here’s a thief montage I made and it isn’t just duels but what I think were cool capping and team fight plays too:

If retro gaming music isn’t your thing you can mute but Balrog’s theme manages to have a good, clean bassline and integrates with the mids and highs well.

I have some revenant and ele games uploaded too with some bad play which I’ll admit I’m not too proud of.

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Posted by: Euthymias.7984

Euthymias.7984

>SnR
Yes to the range increase, no to the revive speed nerf. Its already able to be countered by focusing/cleaving the pet (which will likely also hit the player being resurrected) and if the pet dies, that’s half of the revive speed gone already. It gets worse if the ranger’s right next to them all the while.

>Revenant stuff
In all honesty, I dont think the AA needs (MORE) nerfs. The reason we’re so AA heavy is because between utilities, elites, and skills, everything is so heavily energy reliant that its difficult to spare energy to do more without the risk of not having an option available.

The weapon skills should not require energy, but still have their cooldowns. The Utilities/Elites can keep their current energy expenses and low/no cooldowns. If Phase Travel gets an energy reduction, it can have its Unblockable effect trimmed to 3 seconds, limited to “Your next attack” or removed.

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Posted by: Yasha.5963

Yasha.5963

I don’t agree that ele, revenant, and guard dps needs to be buffed.

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Posted by: BlaqueFyre.5678

BlaqueFyre.5678

I don’t agree that ele, revenant, and guard dps needs to be buffed.

Rev dos doesn’t need a buff bahahahahha

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Posted by: Agemnon.4608

Agemnon.4608

I don’t agree that ele, revenant, and guard dps needs to be buffed.

Rev dos doesn’t need a buff bahahahahha

It kinda does though. A small one but still a buff. Maybe nerf in some areas but compensate in others. The class feels slow and clunky all you can really do is autoattack and block at the proper moments since each skill is a well telegraphed commitment. Staff 2 can only really be used against rezzers.

Guardian needs a buff, when I’m on rev most simply drop and I can even duel some on ele. Besides doesn’t them being out of meta tell us they need a buff somewhere?

Ele needs some buffs in scepter speed and damage as well as some warhorn skills being faster. Also given the HoT powercreep and how short some blocks are (rev staff 3, Bandit’s Defense) some of the ele shields need drastically lower cool downs, but I still can’t see them competing with Eye of the Storm and Lightning Flash. It may compete with Aftershock depending on the enemy comp (why reflect share against nearly all melee?)

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Posted by: Yasha.5963

Yasha.5963

I don’t agree that ele, revenant, and guard dps needs to be buffed.

Rev dos doesn’t need a buff bahahahahha

It kinda does though. A small one but still a buff. Maybe nerf in some areas but compensate in others. The class feels slow and clunky all you can really do is autoattack and block at the proper moments since each skill is a well telegraphed commitment. Staff 2 can only really be used against rezzers.

Guardian needs a buff, when I’m on rev most simply drop and I can even duel some on ele. Besides doesn’t them being out of meta tell us they need a buff somewhere?

Ele needs some buffs in scepter speed and damage as well as some warhorn skills being faster. Also given the HoT powercreep and how short some blocks are (rev staff 3, Bandit’s Defense) some of the ele shields need drastically lower cool downs, but I still can’t see them competing with Eye of the Storm and Lightning Flash. It may compete with Aftershock depending on the enemy comp (why reflect share against nearly all melee?)

Ele is probably the top class atm, doesn’t need any buffs.

Guardian is strong, but has lost its identity. It has been pigeon holed into a dps trapper build, doesn’t need any extra damage needs to have an option of strong bunker again, or maybe other utility boosts to give some build diversity.

In fact pretty much nothing needs a buff, it all needs a tone down and some weapons adjusted to make them viable.

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Posted by: Aeolus.3615

Aeolus.3615

Less cleaves, less AOE but stronger, more single target skills.

1st April joke, when gw2 receives a “balance” update.

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Posted by: shion.2084

shion.2084

There are some decent bunker builds for guardians. Fought one last night, he had absolutely no teeth but 2 v 1’d for much longer than a guard should… don’t even think he used offensive traps.

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Posted by: Aeolus.3615

Aeolus.3615

CC and condi pressure on guardian make him usses his blocks, he goes down as fast as a thief afk.

They dont have much health nor boons, when all blocks are off, interrupt renewed focus (i hate when that happens to me), virrtues wont refresh, he goes down fast.

1st April joke, when gw2 receives a “balance” update.

(edited by Aeolus.3615)

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Posted by: Shaogin.2679

Shaogin.2679

Hi everyone, Engi here. Would love it if your constant “Nerf Scrapper” threads didn’t involve nerfing core Engi.

Also as mentioned, please be fair. If we can’t stomp with Elixix S, then nobody should be able to stomp while Invulnerable, which I am fine with. If Elixir S cause Reveal, then so should all other Invulnerabilities. If you are taking away Scrapper’s class mechanic, then either replace it or remove everyone else’s class mechanics. From the sound of it Daredevils won’t miss their 3rd dodge bar anyways. Finally, if you intend to gut Hammer damage, please be sure to split that between PvP and PvE, cause PvE players are tired of suffering from poor PvP balance changes.

Doc Von Doom – Asuran Necromancer
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Posted by: Kyon.9735

Kyon.9735

Ele is probably the top class atm, doesn’t need any buffs.

Because 1 build is great means that people should ignore other builds? Please..

It does need buffs on Fire and Arcane trait lines along with Arcane Skills and WH and Scepter in general. There are actually some decent buff suggestions in the Elementalist forum which doesn’t include buffing Water/Earth or any current meta bunker related traits. Here are some of my personal favorites for trait changes which doesn’t include the meta traits which are earth and water. As for Arcane Shield, I’d love to see it block incoming attacks for 2s on a 50s base CD.

That is why I propose to add a boon removal affect to one of the arcane traits. I would give up the condis produced from elemental surge to have arcane skills remove 2 boons from enemies. It makes more sense for a dps build to have that option than have a trait that is used only because of the reduced arcane cooldown.

Secondly, I know its a popular opinion to increase the cd reduction of arcanes to 33%, however it would be the first utilities to have that kind of cd reduction on any class. It just wouldn’t be fair. That is why CD reductions should be done on the utilities and not the trait itself. Have Arcane Shield 60s CD (48s traited).

Increase the radius and damage of Arcane Brilliance to bring it closer to arcane wave. (360 radius and half the damage of arcane wave). Make the heal skill ground targetable 600 range.

As far as the Fire trait line goes, this is what I would change.

Give Burning Precision a 100% chance on critical hits to apply burning.

Increase the damage and radius of sunspot.

Persisting Flames now removes 1 condition every 2 seconds as long as you are standing in a fire field. I feel this would give d/d builds a leg up in bigger fights, since they have a pretty good uptime on Ring of Fire.

TL;DR – Elementalists’ offensive traitlines offer lackluster “defensive tools” compared to other classes’ offensive traitlines. Buff those along with scepter and warhorn and we should see some interesting builds.

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Posted by: Agemnon.4608

Agemnon.4608

Hi everyone, Engi here. Would love it if your constant “Nerf Scrapper” threads didn’t involve nerfing core Engi.

Also as mentioned, please be fair. If we can’t stomp with Elixix S, then nobody should be able to stomp while Invulnerable, which I am fine with. If Elixir S cause Reveal, then so should all other Invulnerabilities. If you are taking away Scrapper’s class mechanic, then either replace it or remove everyone else’s class mechanics. From the sound of it Daredevils won’t miss their 3rd dodge bar anyways. Finally, if you intend to gut Hammer damage, please be sure to split that between PvP and PvE, cause PvE players are tired of suffering from poor PvP balance changes.

I recommended an exo-suit mechanic which can be activated if the engi gathered enough energy to activate it (energy grows with damage but the same speed as CA form). It’d be engi’s reaper shroud. I agree with PvP and PvE cool down and damage split for all skills in the game. You don’t need a three second stun (speaking generally not pointing a finger at any one class) against a (relatively) squishy player whereas those elite mobs (who are very tanky compared to players) would require it for example. This means that stun would be 3 seconds in PvE but maybe 1.50 or 2 in PvP. Then you have stuff intended for hitting a million HP monster in an organized PvE environment, but take that same skill into PvP and it’d be way overpowered.

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Posted by: Shaogin.2679

Shaogin.2679

Hi everyone, Engi here. Would love it if your constant “Nerf Scrapper” threads didn’t involve nerfing core Engi.

Also as mentioned, please be fair. If we can’t stomp with Elixix S, then nobody should be able to stomp while Invulnerable, which I am fine with. If Elixir S cause Reveal, then so should all other Invulnerabilities. If you are taking away Scrapper’s class mechanic, then either replace it or remove everyone else’s class mechanics. From the sound of it Daredevils won’t miss their 3rd dodge bar anyways. Finally, if you intend to gut Hammer damage, please be sure to split that between PvP and PvE, cause PvE players are tired of suffering from poor PvP balance changes.

I recommended an exo-suit mechanic which can be activated if the engi gathered enough energy to activate it (energy grows with damage but the same speed as CA form). It’d be engi’s reaper shroud. I agree with PvP and PvE cool down and damage split for all skills in the game. You don’t need a three second stun (speaking generally not pointing a finger at any one class) against a (relatively) squishy player whereas those elite mobs (who are very tanky compared to players) would require it for example. This means that stun would be 3 seconds in PvE but maybe 1.50 or 2 in PvP. Then you have stuff intended for hitting a million HP monster in an organized PvE environment, but take that same skill into PvP and it’d be way overpowered.

Sounds like a fun mechanic. And yeah, splitting between PvP and PvE skills is something that is long overdue.

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Posted by: Yasha.5963

Yasha.5963

Ele is probably the top class atm, doesn’t need any buffs.

Because 1 build is great means that people should ignore other builds? Please..

There is no reason to buff the currently most powerful class, period. Bring the 1 “great” (= OP) build down to the same level as the other builds.

There are some decent bunker builds for guardians. Fought one last night, he had absolutely no teeth but 2 v 1’d for much longer than a guard should… don’t even think he used offensive traps.

“he had absolutely no teeth”: that is why they are not viable- they are also slow. And this “2vs1 for much longer than he should”- guards always used to be able to do that.

Eles can 3vs1 if good, 2vs1 quite easily and also pump out damage, as well as being extremely mobile. Why use a guard to bunker when ele, and to some extent condi warriors, engis and perhaps necros can do a better job and deal massive damage and/or have better mobility?

In fact you pretty much just described the classic guard that was the main bunker during the first year of GW2, and illustrated what is wrong with this game atm: bunkers that can do too much damage and have too much mobility.

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Posted by: Kyon.9735

Kyon.9735

Ele is probably the top class atm, doesn’t need any buffs.

Because 1 build is great means that people should ignore other builds? Please..

There is no reason to buff the currently most powerful class, period. Bring the 1 “great” (= OP) build down to the same level as the other builds.

There are some decent bunker builds for guardians. Fought one last night, he had absolutely no teeth but 2 v 1’d for much longer than a guard should… don’t even think he used offensive traps.

“he had absolutely no teeth”: that is why they are not viable- they are also slow. And this “2vs1 for much longer than he should”- guards always used to be able to do that.

Eles can 3vs1 if good, 2vs1 quite easily and also pump out damage, as well as being extremely mobile. Why use a guard to bunker when ele, and to some extent condi warriors, engis and perhaps necros can do a better job and deal massive damage and/or have better mobility?

In fact you pretty much just described the classic guard that was the main bunker during the first year of GW2, and illustrated what is wrong with this game atm: bunkers that can do too much damage and have too much mobility.

Did it ever come to you that they can actually buff non-meta related traits and weapons and it will not affect the current meta build? Do you see people running Fire/Arcane/Air in the competitive scene? I have no qualms with nerfing Bunker Tempest as long as other builds don’t get affected. The idea is to create build diversity and you won’t get it by only nerfing the current meta build because it does more harm to non-meta builds realistically speaking.

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Posted by: Yasha.5963

Yasha.5963

Ele is probably the top class atm, doesn’t need any buffs.

Because 1 build is great means that people should ignore other builds? Please..

There is no reason to buff the currently most powerful class, period. Bring the 1 “great” (= OP) build down to the same level as the other builds.

There are some decent bunker builds for guardians. Fought one last night, he had absolutely no teeth but 2 v 1’d for much longer than a guard should… don’t even think he used offensive traps.

“he had absolutely no teeth”: that is why they are not viable- they are also slow. And this “2vs1 for much longer than he should”- guards always used to be able to do that.

Eles can 3vs1 if good, 2vs1 quite easily and also pump out damage, as well as being extremely mobile. Why use a guard to bunker when ele, and to some extent condi warriors, engis and perhaps necros can do a better job and deal massive damage and/or have better mobility?

In fact you pretty much just described the classic guard that was the main bunker during the first year of GW2, and illustrated what is wrong with this game atm: bunkers that can do too much damage and have too much mobility.

Did it ever come to you that they can actually buff non-meta related traits and weapons and it will not affect the current meta build? Do you see people running Fire/Arcane/Air in the competitive scene? I have no qualms with nerfing Bunker Tempest as long as other builds don’t get affected. The idea is to create build diversity and you won’t get it by only nerfing the current meta build because it does more harm to non-meta builds realistically speaking.

The buffs proposed by the OP will not add build diversity, just make things worse.

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Posted by: Kyon.9735

Kyon.9735

Ele is probably the top class atm, doesn’t need any buffs.

Because 1 build is great means that people should ignore other builds? Please..

There is no reason to buff the currently most powerful class, period. Bring the 1 “great” (= OP) build down to the same level as the other builds.

There are some decent bunker builds for guardians. Fought one last night, he had absolutely no teeth but 2 v 1’d for much longer than a guard should… don’t even think he used offensive traps.

“he had absolutely no teeth”: that is why they are not viable- they are also slow. And this “2vs1 for much longer than he should”- guards always used to be able to do that.

Eles can 3vs1 if good, 2vs1 quite easily and also pump out damage, as well as being extremely mobile. Why use a guard to bunker when ele, and to some extent condi warriors, engis and perhaps necros can do a better job and deal massive damage and/or have better mobility?

In fact you pretty much just described the classic guard that was the main bunker during the first year of GW2, and illustrated what is wrong with this game atm: bunkers that can do too much damage and have too much mobility.

Did it ever come to you that they can actually buff non-meta related traits and weapons and it will not affect the current meta build? Do you see people running Fire/Arcane/Air in the competitive scene? I have no qualms with nerfing Bunker Tempest as long as other builds don’t get affected. The idea is to create build diversity and you won’t get it by only nerfing the current meta build because it does more harm to non-meta builds realistically speaking.

The buffs proposed by the OP will not add build diversity, just make things worse.

I wasn’t referring to his buffs though..

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Posted by: Yasha.5963

Yasha.5963

Ele is probably the top class atm, doesn’t need any buffs.

Because 1 build is great means that people should ignore other builds? Please..

There is no reason to buff the currently most powerful class, period. Bring the 1 “great” (= OP) build down to the same level as the other builds.

There are some decent bunker builds for guardians. Fought one last night, he had absolutely no teeth but 2 v 1’d for much longer than a guard should… don’t even think he used offensive traps.

“he had absolutely no teeth”: that is why they are not viable- they are also slow. And this “2vs1 for much longer than he should”- guards always used to be able to do that.

Eles can 3vs1 if good, 2vs1 quite easily and also pump out damage, as well as being extremely mobile. Why use a guard to bunker when ele, and to some extent condi warriors, engis and perhaps necros can do a better job and deal massive damage and/or have better mobility?

In fact you pretty much just described the classic guard that was the main bunker during the first year of GW2, and illustrated what is wrong with this game atm: bunkers that can do too much damage and have too much mobility.

Did it ever come to you that they can actually buff non-meta related traits and weapons and it will not affect the current meta build? Do you see people running Fire/Arcane/Air in the competitive scene? I have no qualms with nerfing Bunker Tempest as long as other builds don’t get affected. The idea is to create build diversity and you won’t get it by only nerfing the current meta build because it does more harm to non-meta builds realistically speaking.

The buffs proposed by the OP will not add build diversity, just make things worse.

I wasn’t referring to his buffs though..

I was. But if we are just giving out general “balance ideas” then yes, nerfing the extremely OP HoT traitlines/skills/weapons and spicing up the old weapons and trait lines would be good. Right now it seems that it is almost mandatory to have a HoT traitline – which is probably one of the biggest items limiting build diversity.

Most people seem to just kitten on the devs about this, but I feel for them because with the way this game works it makes it very hard to have reasonable balance. Also the HoT specs were obviously a pve thing, so the pvp balance team have had that dumped on them as well.

Hopefully one day someone will make a game that is all about the pvp (and not a first person shooter).

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Posted by: Supreme.3164

Supreme.3164

Ele is probably the top class atm, doesn’t need any buffs.

Because 1 build is great means that people should ignore other builds? Please..

There is no reason to buff the currently most powerful class, period. Bring the 1 “great” (= OP) build down to the same level as the other builds.

There are some decent bunker builds for guardians. Fought one last night, he had absolutely no teeth but 2 v 1’d for much longer than a guard should… don’t even think he used offensive traps.

“he had absolutely no teeth”: that is why they are not viable- they are also slow. And this “2vs1 for much longer than he should”- guards always used to be able to do that.

Eles can 3vs1 if good, 2vs1 quite easily and also pump out damage, as well as being extremely mobile. Why use a guard to bunker when ele, and to some extent condi warriors, engis and perhaps necros can do a better job and deal massive damage and/or have better mobility?

In fact you pretty much just described the classic guard that was the main bunker during the first year of GW2, and illustrated what is wrong with this game atm: bunkers that can do too much damage and have too much mobility.

Did it ever come to you that they can actually buff non-meta related traits and weapons and it will not affect the current meta build? Do you see people running Fire/Arcane/Air in the competitive scene? I have no qualms with nerfing Bunker Tempest as long as other builds don’t get affected. The idea is to create build diversity and you won’t get it by only nerfing the current meta build because it does more harm to non-meta builds realistically speaking.

The buffs proposed by the OP will not add build diversity, just make things worse.

I wasn’t referring to his buffs though..

I was. But if we are just giving out general “balance ideas” then yes, nerfing the extremely OP HoT traitlines/skills/weapons and spicing up the old weapons and trait lines would be good. Right now it seems that it is almost mandatory to have a HoT traitline – which is probably one of the biggest items limiting build diversity.

Most people seem to just kitten on the devs about this, but I feel for them because with the way this game works it makes it very hard to have reasonable balance. Also the HoT specs were obviously a pve thing, so the pvp balance team have had that dumped on them as well.

Hopefully one day someone will make a game that is all about the pvp (and not a first person shooter).

Yeah right..like the GW2 PvP forum was empty before HoT

People have always shouted OP left and right since the beginning, way before HoT launched…way before GW2 launched…way before GW1.

The dawn of the first MMO with pvp elements saw the beginning of the online QQ and the reason is rather simple:

https://en.wikipedia.org/wiki/Dunning%E2%80%93Kruger_effect

Every defeat is due to balance, OP specs, cheats etc etc

Official forums have always been a place of general discomfort for any dev, forced to endure the daily abuse coming from yet another angry “player” who lost his duel/match and who starts to blame the balance as there should be no way for somebody with his godly skills to ever lose

Legitimate “broken” stuff is similar in quantity to a single drop of water in a vast ocean made mostly of pointless diatribe and exaggerations ( like “that class or the other can easily 1vs4 -5+” )

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Posted by: Yasha.5963

Yasha.5963

Ele is probably the top class atm, doesn’t need any buffs.

Because 1 build is great means that people should ignore other builds? Please..

There is no reason to buff the currently most powerful class, period. Bring the 1 “great” (= OP) build down to the same level as the other builds.

There are some decent bunker builds for guardians. Fought one last night, he had absolutely no teeth but 2 v 1’d for much longer than a guard should… don’t even think he used offensive traps.

“he had absolutely no teeth”: that is why they are not viable- they are also slow. And this “2vs1 for much longer than he should”- guards always used to be able to do that.

Eles can 3vs1 if good, 2vs1 quite easily and also pump out damage, as well as being extremely mobile. Why use a guard to bunker when ele, and to some extent condi warriors, engis and perhaps necros can do a better job and deal massive damage and/or have better mobility?

In fact you pretty much just described the classic guard that was the main bunker during the first year of GW2, and illustrated what is wrong with this game atm: bunkers that can do too much damage and have too much mobility.

Did it ever come to you that they can actually buff non-meta related traits and weapons and it will not affect the current meta build? Do you see people running Fire/Arcane/Air in the competitive scene? I have no qualms with nerfing Bunker Tempest as long as other builds don’t get affected. The idea is to create build diversity and you won’t get it by only nerfing the current meta build because it does more harm to non-meta builds realistically speaking.

The buffs proposed by the OP will not add build diversity, just make things worse.

I wasn’t referring to his buffs though..

I was. But if we are just giving out general “balance ideas” then yes, nerfing the extremely OP HoT traitlines/skills/weapons and spicing up the old weapons and trait lines would be good. Right now it seems that it is almost mandatory to have a HoT traitline – which is probably one of the biggest items limiting build diversity.

Most people seem to just kitten on the devs about this, but I feel for them because with the way this game works it makes it very hard to have reasonable balance. Also the HoT specs were obviously a pve thing, so the pvp balance team have had that dumped on them as well.

Hopefully one day someone will make a game that is all about the pvp (and not a first person shooter).

Yeah right..like the GW2 PvP forum was empty before HoT

Not sure what your point is. Maybe you just like ranting?

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Posted by: Supreme.3164

Supreme.3164

Should I use simpler words?

The balance diatribe was present way before HoT launched.

People ask for nerfs and that’s what people do in any PvP MMO, there are millions of armchair developers out there who know how a game should be balanced (99% of time this means a game that heavily favour them)

They pick one clakitten build, they lose on that build and next thing they do…..they’ll go ranting on the forum about how the game is not balanced and what should be nerfed/buffed

What amuse me though is players ,they all pick a game with several combat elements and inevitably ,end up asking to nerf some elements in favour of others.

Why don’t go for a game with a single combat element ( like dunno a shooter with only 2 guns available and single character to play), then go there and prove your “superiority” to the world

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Posted by: Drussthelegend.2630

Drussthelegend.2630

If A-net was to do a balance patch and thats what they did for Guardians I might quit this game forever. None of that stuff would be a needle mover.

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Posted by: Yannir.4132

Yannir.4132

Agemnon.4608:
Guardian:

  • Sword damage increased by 15%, no longer projectile effect.
  • Flashing blade distance increased to 750 up from 600.
  • Dragon’s Maw cool down reduced to 50 seconds.
  • Hunter’s Ward cool down now 35 seconds.

This isn’t anywhere near enough to make DH or Guardian viable. Besides, these are all the wrong things. -.-

The problem with Guardian is sustain, or rather, lack of it. Passive health regen is supposed to be guardians thing, but warriors do it better. And they have a massively bigger healthpool in the first place. Boons are supposed to be guardians thing, but Heralds, Scrappers and Elementalists do this better. Any of this is not going to change just by tweaking weapons and utilities, Guardian needs a trait re-haul and major changes to how said weapons and utilities work.

PS Edit: Funny, for once I find myself agreeing with Supreme. This almost never happens!

Yannir for males. (guard,thief,war,ele)
Sonya for females. (necro,rev,ranger,mes,engi)
All classes lvl 80.

(edited by Yannir.4132)

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Posted by: Arcaedus.7290

Arcaedus.7290

Agemnon.4608:
Guardian:

  • Sword damage increased by 15%, no longer projectile effect.
  • Flashing blade distance increased to 750 up from 600.
  • Dragon’s Maw cool down reduced to 50 seconds.
  • Hunter’s Ward cool down now 35 seconds.

This isn’t anywhere near enough to make DH or Guardian viable. Besides, these are all the wrong things. -.-

The problem with Guardian is sustain, or rather, lack of it. Passive health regen is supposed to be guardians thing, but warriors do it better. And they have a massively bigger healthpool in the first place. Boons are supposed to be guardians thing, but Heralds, Scrappers and Elementalists do this better. Any of this is not going to change just by tweaking weapons and utilities, Guardian needs a trait re-haul and major changes to how said weapons and utilities work.

PS Edit: Funny, for once I find myself agreeing with Supreme. This almost never happens!

True, but said rehauls aren’t going to happen for a long time. Dev teams are focused more on pve content. We should focus on pushing the easier and faster changes for now, like buffing nd tweaking guardian weapon skills since our weapons seem to seriously be behind the times.

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Posted by: Agemnon.4608

Agemnon.4608

Maybe I was a bit of a jerk to the Mesmer traits but the real problem seems to be just one build. It’s obvious when they aren’t running the build and tend to be fair duels. Even the meta I can deal with unless I’m on druid or tempest.

Ele does need a buff in places it seems very good on paper but if there’s no one to peel for you it can feel like a dud while everything is telegraphed and charges. I managed to beat a meta ele in a duel on my thief the other day and yes I get that some classes were meant to be weaker in larger scale fights but strength grows the fewer combatants (thief is meant to be this: good 1v1, okay 2v2, weak above that) while ele is on the opposite end (the bigger the teamfight the better the ele becomes) but his attacks felt too weak whereas the poison on autoattack felt like it won it for me. I think I cheapened out with a warrior stolen skill and comboing that with shortbow 4 in that fight, and could have easily seen myself at the other end of the fight (but with Mender’s instead of Cleric’s…you can tell which they’re carrying usually), though I likely would have Lightning Flashed to the vantage point at mid and tried going home but since thief can catch ele consistently I likely wouldn’t have made it.

Ele feels fine while thief feels like people underestimate it. Ele might need the healing tweaked down by 5% if anything. The game has lots of powercreep and raising cooldowns and adjusting power values should bring it back in line over time.