http://www.Twitch.tv/BringYourFriends
(edited by Trigr.6481)
Why? Haven’t we learned from the past esl events? The 4 ele team beating tcg with virtually no practice. The esl admins and I’m sure arena net stepped into action and made the rule that you couldn’t have more than three of the same class. But did they simply forget about class stacking when pro league came around?
If I had it my way, it would be the following.
- You may class stack to a maximum of 2 on the one condition that you must have two trait lines different from one another.
With this rule I feel it would be fair because you can still class stack with the intention of playing a different roles with the same class. But the way it currently is now, this is a problem, esp with no balance patch prior. Without checks like this in place history will simply repeat itself with players stacking whatever profession is the strongest. Also note I’m trying not to name classes specifically to steer clear of any negative comments I might get from attempting to call something op. But all in all it doesn’t equate to anything remotely fun to watch, or anything balanced when it comes to a team composition. And gives the impression to anyone watching that the balance is indeed terrible if teams would only choose 2 professions to make up their entire team out of all the choices they have available.
Countless
(edited by Trigr.6481)
If I had it my way, it would be the following.
- You may class stack to a maximum of 2 on the one condition that you must have two trait lines different from one another.
Countless
So your idea will virtually eliminate even double classes. Since the introduction of locking us into only having 3 trait lines whereas before we could go 1, 6.6.1 for example, build diversity has become very limited. Most decent builds for a certain class will require 2 trait lines almost mandatory so at most you would have one line different for some classes.
I like the idea of limiting class stacking but i don’t agree with your suggestion sorry.
How about actually balance the game instead of taking the cheap way out again and hard capping how many of one profession you can have per team?
If I had it my way, you wouldn’t be playing that dumb bunker mes build along with every other mes in ranked.
How about actually balance the game instead of taking the cheap way out again and hard capping how many of one profession you can have per team?
You can’t balance a game like this, surely that should be obvious after 3 years, you can either have variety (9 classes with no hard roles, zillions of runes, sigils, traits, amulets, weapons and utilities to choose from) or you can have balance, not both.
I can agree with limit the class stacking with two but, that whole trait thing is a outta this world
im fine with this if they ban bunker mesmer all together.
Also I’d like to add that durability runes need a bugfix and a nerf. So many builds whether cele of condi or marauder are all using these runes as if they were more versatile vamp runes.
If I had my way, GW2 would have a balance team that actually balanced so that class stacking wasn’t an issue.
If I had my way, GW2 would have a balance team.
Also I’d like to add that durability runes need a bugfix and a nerf. So many builds whether cele of condi or marauder are all using these runes as if they were more versatile vamp runes.
I just learned how to play the stupid mallyx rev better not nerf my dura runes.
Also I’d like to add that durability runes need a bugfix and a nerf. So many builds whether cele of condi or marauder are all using these runes as if they were more versatile vamp runes.
I just learned how to play the stupid mallyx rev better not nerf my dura runes.
well considering that those runes carry marauder scrapper, various tempest and bunker mes builds, and is run by necromancers and daredevils by spookie, you can see that it gives too much artifical survivability.
Also I’d like to add that durability runes need a bugfix and a nerf. So many builds whether cele of condi or marauder are all using these runes as if they were more versatile vamp runes.
I just learned how to play the stupid mallyx rev better not nerf my dura runes.
well considering that those runes carry marauder scrapper, various tempest and bunker mes builds, and is run by necromancers and daredevils by spookie, you can see that it gives too much artifical survivability.
Yeah even i started using it on my reaper. But I honestly think it’s only OP on the herald mallyx shiro viper build.
you dont enjoy 2 condis revs on every team ?
Also I’d like to add that durability runes need a bugfix and a nerf. So many builds whether cele of condi or marauder are all using these runes as if they were more versatile vamp runes.
I just learned how to play the stupid mallyx rev better not nerf my dura runes.
well considering that those runes carry marauder scrapper, various tempest and bunker mes builds, and is run by necromancers and daredevils by spookie, you can see that it gives too much artifical survivability.
Yeah even i started using it on my reaper. But I honestly think it’s only OP on the herald mallyx shiro viper build.
Yeah beyond being bugged to give 5% more boon duration than the tooltip says I’d say that it’s more of an issue because it’s overcentralizing the meta rather than being too strong on of itself. In that way it’s more similar to a cele amulet in the cele meta.
im fine with this if they ban bunker mesmer all together.
Good suggestion, this thread is going places.
Countless
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