https://www.gw2pvp.de/profile/ab4bd8fa4c3f250ac9533c479b0b862b/
(edited by Talyn Sneider.1825)
Small changes that imho could help out in pvp.
DH:
https://wiki.guildwars2.com/wiki/Test_of_Faith
https://wiki.guildwars2.com/wiki/Procession_of_Blades
Increase Cast time to 3/4 on both this traps
Scrapper:
Hammer 3 needs to be reduced to 1 blast finisher, reduce evade to 1/2 second
Revenant:
Reduce evade on unrelenting assault to 1 second
Warriors:
Slow adrenaline degeneration out of combat
Increase stances duration by two seconds
Evade on GS rush 3/4 second-
Tempest Elementalists:
Make Harmonious conduit baseline
Harmonious Conduit replacement trait: pulse blindness on overload (1 second interval)
Thief:
Shadow refuge: Add protection on activation and pulse blindness on shadow refuge (1 second pulse) increase healing to 3000.
Pistol skill headshot: add knockdown duration 1 second
Chronomancer:
Increase cast time of Tides of time to 3/4
Gravity well reduce knockdown duration to 1/2 second
Edited to reflect user feedback
(edited by Talyn Sneider.1825)
Sorry but this is no balance suggestion.. it is a list of skills you have problems with and want to get nerfed and skills you would like to have buffed.
You completely neglected all traits, introduced 2 new AoE pusling blinds, gutted the whole new set of DH utilities and ignored some really strong skills of diverent classes in favor of the skills you want changed.
Beside the fact that A-net always ignores such threads it seems to be quite a selfish one, at least to me.
I respect your opinion but disagree…balance isn’t limited to traits and imho this skills are too/not enough rewarding. Thanks for the feedback
Of course it isn’t limited to traits.. but you missed the traits all together. One of the things that most people complain about with DH is the trait that dazes on traps. Changing this trait alone would make the DH already feel much different.
Just gutting/buffing one skill of each elite spec would not cut it for a balance patch and like I mentioned some suggestions are too strong/weak.
This are just suggestions of course traits can and should also be changed. My reasoning for increased cast times on traps is because in my opinion stacking several traps or casting traps on mid fight without any penalty is something really strong.
In a short amount of time you’re able to:
→ improve point pressure
→ do a large amount of dps and some cc
→ reduce close up dps by making enemies avoiding your position
I would imagine cast times of traps being 3/4 of a second but not less, although I can admit some traps could remain without cast time:
Light’s Judgment
Dragon’s Maw
Fragments of Faith
The reason I missed the traits is because the best way for adjust something is to start somewhere, skills should be balanced to start with…3 blast finishers in a single skill is too rewarding the same could be said about 2 seconds of evade on a skill.
Further posts can and should be done about traits, but for now I’m focusing on skills.
Well now we went from “Traps need 1sec cast time” to “3 can be instant, the other 3 should have 3/4 cast time” ^^
Currently there are only 2 instant traps and one is a stun-break. Having a stun break with a cast time makes no sense. Having a longer cast time on traps is not the right way to balance them anyway. Imagening a DH kneeling down.. waiting 1 sec.. you can literaly just walk out of range, dodge or interrupt anything.
If A-net tweaks the traps they will change the dmg a bit, reduce boons or increase the CD, but not increase the cast time.
I actualy don’t play scrapper; so how hard/easy is it to hit a combifield with all 3 blasts? Just because in theory there are 3 finishers doesn’t mean he procs 3 fields every use of the skill. Just wondering here.
Having a stun break with a cast time makes no sense.
Just FYI, cronomancers already have such stunbreak – Well of Precognition. Stunbreak part comes immediately, well part – after cast time.
Btw all cronomancer’s new aoe skills (wells) have cast time. 3/4s-1s (if have offensive part – 4 skills in total.) or 1/4s (only defensive -1 skill)
(edited by Mak.2657)
This is called negotiating difference in opinions. I donĀ“t have any personal agenda against any class…I play all of them. So my goal here is not to gut a class but to make skills more balanced.
In my opinion a trap is something that needs preparing so being instant kinda feels “wrong” so to be more specific about DH traps:
https://wiki.guildwars2.com/wiki/Purification
https://wiki.guildwars2.com/wiki/Fragments_of_Faith
https://wiki.guildwars2.com/wiki/Light%27s_Judgment
https://wiki.guildwars2.com/wiki/Dragon%27s_Maw
Ok
https://wiki.guildwars2.com/wiki/Test_of_Faith
https://wiki.guildwars2.com/wiki/Procession_of_Blades
3/4 cast time
Regarding 3 blast finishers and combo fields, depends on the combo field and depends if your coordinating with your team, the potential is there and it is too rewarding.
Having a stun break with a cast time makes no sense.
Just FYI, cronomancers already have such stunbreak – Well of Precognition. Stunbreak part comes immediately, well part – after cast time.
Btw all cronomancer’s new aoe skills (wells) have cast time. 3/4s-1s (if have offensive part – 4 skills in total.) or 1/4s (only defensive -1 skill)
DH guardians also have that when they trait virtue of courage haha. its funny how it works too. when you use it as a stun break you gain 3 stacks of stability for 3/4s second for the cast time then you get everything else after the cast.
Revenants need the evade because it keeps them from getting killed while doing the ability since it locks you in a long chain. It was asked for during the betas and I highly doubt the devs are going to nerf that since they agreed with them.
(edited by Zalani.9827)
What I propose is a reduction on evade, from 2 seconds to 1/2 seconds, but this could be debatable, perhaps 1 second would allow counter play and also survival for the revenant.
Small changes that imho could help out in pvp.
DH:
DH traps need increased cast time (1 second).
Scrapper:
Hammer 3 needs to be reduced to 1 blast finisher, reduce evade to 1/2 second
Revenant:
Reduce evade on unrelenting assault to 1/2 second
Warriors:
Slow adrenaline degeneration out of combat
Increase stances duration by two seconds
Evade on GS rush 3/4 second-Tempest Elementalists:
Make Harmonious conduit baseline
Harmonious Conduit replacement trait: pulse blindness on overload (1 second interval)Thief:
Shadow refuge: Add protection on activation and pulse blindness on shadow refuge (1 second pulse) increase healing to 3000.
Pistol skill headshot: add knockdown duration 1 secondChronomancer:
Increase cast time of Tides of time to 3/4
Gravity well reduce knockdown duration to 1/2 second
Srry but no for 1 sec cast time of traps. Pvp is ccfest so far so no. I can’t even heal now with 1 sec cast time.
Sorry but this is no balance suggestion.. it is a list of skills you have problems with and want to get nerfed and skills you would like to have buffed.
You completely neglected all traits, introduced 2 new AoE pusling blinds, gutted the whole new set of DH utilities and ignored some really strong skills of diverent classes in favor of the skills you want changed.
Beside the fact that A-net always ignores such threads it seems to be quite a selfish one, at least to me.
Blah blah bah never nerf never nerf everything is fine. Hands in my ears la lal la. Thats what this seems like. At least to me.
Lol you want Unrelenting Assault to be even more unreliable than it already is?
You can:
You have more than enough to work with.
Small changes that imho could help out in pvp.
DH:
DH traps need increased cast time (1 second).
Scrapper:
Hammer 3 needs to be reduced to 1 blast finisher, reduce evade to 1/2 second
Revenant:
Reduce evade on unrelenting assault to 1/2 second
Warriors:
Slow adrenaline degeneration out of combat
Increase stances duration by two seconds
Evade on GS rush 3/4 second-Tempest Elementalists:
Make Harmonious conduit baseline
Harmonious Conduit replacement trait: pulse blindness on overload (1 second interval)Thief:
Shadow refuge: Add protection on activation and pulse blindness on shadow refuge (1 second pulse) increase healing to 3000.
Pistol skill headshot: add knockdown duration 1 secondChronomancer:
Increase cast time of Tides of time to 3/4
Gravity well reduce knockdown duration to 1/2 secondSrry but no for 1 sec cast time of traps. Pvp is ccfest so far so no. I can’t even heal now with 1 sec cast time.
https://wiki.guildwars2.com/wiki/Purification
https://wiki.guildwars2.com/wiki/Fragments_of_Faith
https://wiki.guildwars2.com/wiki/Light%27s_Judgment
https://wiki.guildwars2.com/wiki/Dragon%27s_Maw
Ok
https://wiki.guildwars2.com/wiki/Test_of_Faith
https://wiki.guildwars2.com/wiki/Procession_of_Blades
3/4 cast time
This is my compromise with the feedback from several users that posted before.
Lol you want Unrelenting Assault to be even more unreliable than it already is?
You can:
- Interrupt it
- Move out of its range before the initial cast time finishes
- Block it
- Dodge it
- Bait the Herald into an unfavorable position with blinks
- Neglect the damage moving closer to your team mates
You have more than enough to work with.
Yeah, but that didn’t stop the nerf to Smoke Assault on Smokescale pet did it?
Tempest does not need a buff. In its current state it is neither underpowered or overpowered, I think it is fairly balanced. It is meant as a team fighter not a duelist.
Lol you want Unrelenting Assault to be even more unreliable than it already is?
You can:
- Interrupt it
- Move out of its range before the initial cast time finishes
- Block it
- Dodge it
- Bait the Herald into an unfavorable position with blinks
- Neglect the damage moving closer to your team mates
You have more than enough to work with.
There are ways to counter any skill no matter how op it is, but the cold hard fact is that 2 seconds of evade together with damage to several targets and might gain on a potential 12 seconds cool down (will degrade due to energy consumption) is too rewarding, a little more risk should be involved, hence the adjustment of the evade time frame to 1 second.
I agree that on a 1 vs 1 scenario this skill isn’t so rewarding, but in a team fight with several cool downs already spent and several targets on point this will net too much gain.
Tempest does not need a buff. In its current state it is neither underpowered or overpowered, I think it is fairly balanced. It is meant as a team fighter not a duelist.
Overloading in a team fight most of the time will mean you will be interrupted or spiked down hard, if you take:
https://wiki.guildwars2.com/wiki/Harmonious_Conduit
you will not be interrupted as easily but be much more vulnerable to conditions, because you can’t use the combination of:
https://wiki.guildwars2.com/wiki/Invigorating_Torrents
https://wiki.guildwars2.com/wiki/Cleansing_Wave_
At this moment tempest gives good party support, but at the cost of cherry picking your overloads (most are under performing)m my suggestions would enable overload to be used more frequently, if the more frequent usage of overloads becomes problematic then they should be toned down (air specifically).
You could argue that overloads should be high risk high reward, in that case ignore my suggestions and earth, water and fire overloads should receive buffs. Because at this moment what they give you is inferior to using your normal skill rotations.
I agree that overloads should be high risk high reward, it should have obvious strengths and weaknesses. You should bait out enemy cc and cover up the overload channeling with defensive skills, but once you get it off it should be worthy of the 4 sec channel time. The only lacking overload at the moment is water, since you usually swap to water if under pressure, and you need to then wait 5 secs before even starting to channel it. It you do happen to get to start the cast, you are easily CC’ed even with harmonious conduit as it only provides 1 stack of stability, which is easily removed during a 4 sec cast. If you somehow do manage to get the water overload channel off, it heals for a measy amount not worth the effort.
I like ur warrior suggestions. Evade on rush is a great idea.
I agree that overloads should be high risk high reward, it should have obvious strengths and weaknesses. You should bait out enemy cc and cover up the overload channeling with defensive skills, but once you get it off it should be worthy of the 4 sec channel time. The only lacking overload at the moment is water, since you usually swap to water if under pressure, and you need to then wait 5 secs before even starting to channel it. It you do happen to get to start the cast, you are easily CC’ed even with harmonious conduit as it only provides 1 stack of stability, which is easily removed during a 4 sec cast. If you somehow do manage to get the water overload channel off, it heals for a measy amount not worth the effort.
In that case i agree with you, and definitely water needs the most love, but fire is under performing, you can wield better results by avoiding the overload and using your normal skill rotation (the added 15 seconds on the cooldown will avoid using the fire skills more often, if you avoid the overload you will do more damage and generate more might, hence not aiding the high risk high reward play style. The same thing plagues earth atunement.
So if you want to max out your play style in tempest only overload that pays off is air, all others you will have better results by simply doing your usual rotations.
I like ur warrior suggestions. Evade on rush is a great idea.
Thanks
how is adding 1 second to traps balance nerfs shouldn’t cater to bad pvp players who cant dodge at top tier games DH is easily countered seriously people…and these just you wanting to buff your favorite class tbh.
how is adding 1 second to traps balance nerfs shouldn’t cater to bad pvp players who cant dodge at top tier games DH is easily countered seriously people…and these just you wanting to buff your favorite class tbh.
https://wiki.guildwars2.com/wiki/Purification
https://wiki.guildwars2.com/wiki/Fragments_of_Faith
https://wiki.guildwars2.com/wiki/Light%27s_Judgment
https://wiki.guildwars2.com/wiki/Dragon%27s_Maw
Ok
https://wiki.guildwars2.com/wiki/Test_of_Faith
https://wiki.guildwars2.com/wiki/Procession_of_Blades
3/4 cast time
This is my compromise with the feedback from several users that posted before.
Traps are used at top level play I’m sure even top players can and will be caught in traps.
Your argument is based in 1 vs 1 scenarios but pvp is a team based game where you can be blind sighted pretty easily, specially by a teleporting guardian.
And i read all post before responding to a thread and I also play all classes, so no favorites for me.
Tkx for your feedback
Not affiliated with ArenaNet or NCSOFT. No support is provided.
All assets, page layout, visual style belong to ArenaNet and are used solely to replicate the original design and preserve the original look and feel.
Contact /u/e-scrape-artist on reddit if you encounter a bug.