Balance this season
I just want guardian CC to go. Traps dazing is too much. They have quite a lot of invulns too that just need to be toned down.
I just want guardian CC to go. Traps dazing is too much. They have quite a lot of invulns too that just need to be toned down.
What do you mean by “a lot of invunls”?
Perhaps he meant blocks, guardian has only one, 3sec lasting invulnerability.
Anyway I was about to start a new thread but this one will do nicely.
Did anyone noticed something bizzare with matchmaking? I had a few weeks of pause from playing due to real life stuff and recently I got myself back into our beloved game mod. Though I don’t play ranked anymore due to unstable connection (dunno why) I find myself on unranked… but something makes me feel uneasy.
It’s my win/lose ratio. Before last huge update I played as much ranked as I could, getting into diamond on something about 65%-70% win rate. As well as unranked matches were doing fairly good.
But now? Now it all went to mud, I hardly encounter good match ups, being forced to share some tips and tricks to my team mates on how to better rotate etc… (Though I admit, some harsh words get tapped on my keyboard as well, such a rebel I am.)
Anyway, just as many matches I used to win in the past, that many matches I lose these days. I wouldn’t mind it that much if these failed battles were in a tight match up with at last 100 point gap, but well… see for yourselves (pic attached)
Though for the sake of dailes I’ll clench my butt cheeks and do what I have to. I do not expect changes for better as someone has to lose so that others could win but I just wish for an explanation, why such a 180 degree change occured on my account?
It’s not like I suddenly went from a decent well played man, to a borderline scrub.
I do not expect changes for better as someone has to lose so that others could win but I just wish for an explanation, why such a 180 degree change occured on my account?
I think it is hard to judge, especially in unranked. I know when I play unranked it is often to test out new builds and I am not overly focused on winning. Playing unranked during a ranked season is also probably going to make things even worse.
The only thing I’d like to see changed with dh is an higher skill floor.
I’ ve never played dh before of this season and I only needed some hours to play decently this prof and get good results.
And when you face the 99% of dh basically always the same skill feeling, is super rare to say “ok, this dh is really better than others”, basically are all in the same floor after some hours.
This copy&paste feeling only happens with dh in my experience, really more than other profs.
I think the Ele needs some tweaking but not very much. Warhorn needs some tweaking since everyone says too clunky and slow. Heatsync only shares might when the tooltip says shares boons on you, at least fix the tool tip description.
Warrior 11k eviseration crits are a bit strong with the defense, crowd control, and mobility they have.
Rev is beast on the shiro staff spec but pretty hard to play.
Druid is really good this season not sure if too good.
Guardian seems ok to me for some reason. Burn guardians and bunker guardians are pretty nuts.
Thief, Necro, Mesmer, engie, seem pretty balanced.
Balance this season actually seems to be pretty good. Maybe guardian is a tad overtuned, but whatever tweaks were made after last season to the really OP specs seems to have worked.
Don’t forget Druids……overtuned a little bit wouldn’t you say?
“Buff my main class, nerf everything else. "
ele destruction helped DH and Druid. Ele was a good counter to then especially when LB was used. the balacing A-Net does is not the worst, but they destroy build diversity within the classes. This patch it feels that they more or less careless overnerved ele instead of targeting one or two sustain skills. I would expect a much higher overal balance if ele would have kept viable. I think removing clerics alone would have done the job in pvp. PvE is a diffrent story and not spliting it makes it hard. Basically the trait CD nerves were some kind of disaster for all non healbot specs.
Balance this season actually seems to be pretty good. Maybe guardian is a tad overtuned, but whatever tweaks were made after last season to the really OP specs seems to have worked.
Don’t forget Druids……overtuned a little bit wouldn’t you say?
No I wouldn’t say that. They are the easiest class for me to kill.
The only thing I’d like to see changed with dh is an higher skill floor.
I’ ve never played dh before of this season and I only needed some hours to play decently this prof and get good results.
And when you face the 99% of dh basically always the same skill feeling, is super rare to say “ok, this dh is really better than others”, basically are all in the same floor after some hours.
This copy&paste feeling only happens with dh in my experience, really more than other profs.
It’s already in game. More than 75% of DH we face are really bad. They only spam randomly their skill.
They die in 1v1 a lot.
They don’t rotate properly.
What save bad DH, is bad DH stacking. This and traps.
Trap should have cast time (heal trap the first offender) and the Cooldown should start when it trigger. This is the only OPness of traps we have right now.
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Trap should have cast time (heal trap the first offender) and the Cooldown should start when it trigger. This is the only OPness of traps we have right now.
Like I said in another thread, the activated healing of the heal trap should decrease if the guardian is not within the effect area of the trap….or be globally reduced because right now there is no real clever usage of the heal… which is a big one.
I just want guardian CC to go. Traps dazing is too much. They have quite a lot of invulns too that just need to be toned down.
What do you mean by “a lot of invunls”?
For some 2 seconds invunerability every 70-90seconds is to much…
Many still dont know that condis still tick while guard is using RF…. it is a 2 second from phisical damage only.
I just want guardian CC to go. Traps dazing is too much. They have quite a lot of invulns too that just need to be toned down.
What do you mean by “a lot of invunls”?
For some 2 seconds invunerability every 70-90seconds is to much…
Many still dont know that condis still tick while guard is using RF…. it is a 2 second from phisical damage only.
You are also immune for the application of new condi but people like to forget that. The damage that is taken is damage from previous hits.
Ele’s in trash state…
DH is still in same spot like in previous seasons – noob punisher and too slow and to easy to be replaced by other classes utilites for higher tiers of play.
Meh it’s almost the same like in previous s3 and s2.
Their are some similarities to s1: horde’s of DH…but this time there are no tempest to counter them so I have a kind of satisfaction when I look on DH whining on forum ^^.
Kawaleria (KW)
DH sustain needs to go down, traps are fine (except the heal)
-Maybe take a look at Monks Focus
Rev is fine
Ele needs more reliable damage options, dagger abilities don’t do enough damage, staff is not good for anything other than team fighting, and scepter abilities are horrible.
Necro is fine if guard gets hit with a nerf bat
Mesmer is fine
Thief is fine, but could use an ICD on Pulmonary Impact
Druids need more active gameplay, and maybe a longer CD on Staff 3
Engi is fine
Warrior could use a small shave on Adrenal health
A tone down on “Teleport to” abilities would reward kiting more and help separate the average from the slightly above average
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Ele’s in trash state…
DH is still in same spot like in previous seasons – noob punisher and too slow and to easy to be replaced by other classes utilites for higher tiers of play.
Meh it’s almost the same like in previous s3 and s2.
Their are some similarities to s1: horde’s of DH…but this time there are no tempest to counter them so I have a kind of satisfaction when I look on DH whining on forum ^^.
I think ele is only less popular now because its not a complete faceroll like it was last season.
dh is fine as it is.
DH sustain needs to go down, traps are fine (except the heal)
-Maybe take a look at Monks FocusRev is fine
Ele needs more reliable damage options, dagger abilities don’t do enough damage, staff is not good for anything other than team fighting, and scepter abilities are horrible.
Necro is fine if guard gets hit with a nerf bat
Mesmer is fine
Thief is fine, but could use an ICD on Pulmonary Impact
Druids need more active gameplay, and maybe a longer CD on Staff 3
Engi is fine
Warrior could use a small shave on Adrenal health
A tone down on “Teleport to” abilities would reward kiting more and help separate the average from the slightly above average
This sound quite reasonable.
im actually starting to see just as many Druids in matches as I do DHs. high self sustain and huge pet damage.
“Buff my main class, nerf everything else. "