Vials Maize Balm Exploit(Halloween) 2014
Locked out of JP (Wintersday) 2015
This might seem counter intuitive but, if you like fast passed fights, we need damage to be toned down.
The only realistic way to counter the high burst meta is to go full bunker, when this people realize this we will start running into fights that are 3 bunkers 1 burst and 1 meh, fights then are going to last forever, burst will go down to bunker and bunker v bunker will be never ending.
To prevent this, mid range needs to come back and be viable.
Mesmer, DD elementalist, burning and Rampage will need adjusting. Hopefully devs are aware.
Mesmer, DD elementalist, burning and Rampage will need adjusting. Hopefully devs are aware.
Thiefs need a massive nerfing to.
Actually if you play a full bunker class you fall down before your dps enemy.
The damage is very high and sometime a little too much, but it’s fast, reactive, dynamic. Just the spvp game that devs want to make.
Bunker builds will come up anyway.
And if you take down the damage everyone will turn back to play onlu celestial amulets and soldier.
If you keep this damage rate, if someone try to go in full bunker or midclass (that with some classes like ele and engi is still viable) die if not good to play it.
That’s why you don’t see axebow warriors but GS/Hammer(or LB) Warriors that point at dps more than be bunkers and wait for the moment to swap and hit with eviscerate.
The actual damage is high and isn’t easy play in that meta, but I think that it’s a very funny pvp.
If you prefer fight against a ele or a engi that make you take 5 minutes before he fall down (or more frequently you), that’s not your meta.
Damage can go down, but only if all sustain/heals go down in a similar proportion.
Nobody likes fighting a tank for 5 minutes without outcome.
Damage can go down, but only if all sustain/heals go down in a similar proportion.
Nobody likes fighting a tank for 5 minutes without outcome.
you do realize that on average healing has already gone down right? it needs to go back to pre patch standard
Well right now the dmg is so high that havin 3k toughness feels like zerk amu prepatch. You just melt anyway with all those mesmers around. But yeah, “they are fine”.
It doesn’t really need to go down. Bunkers are already extremely strong, if you nerf damage they will get even stronger. This meta requires you to react to burst quickly. I personally love that, and, while some stuff is over the top, it makes the game much faster paced. People calling for massive nerfs to conditions and direct damage are absurd. Currently you actually have to use active defense to survive, which is exactly how it should be.
L2P meta. You can’t just rely on passive tankiness to survive anymore. You also have to manage your active defenses to stay alive. Fights are overall more exciting to play and to spectate than the previous iterations of Bunker Wars.
Yes, some specific aspects need to be adjusted, like Confounding Suggestions giving mesmers a guaranteed instant-cast stun, which makes the burst very difficult to dodge. Stealth openers also need to be looked at.
But overall, DPS being high has been a positive.
Mesmer, DD elementalist, burning and Rampage will need adjusting. Hopefully devs are aware.
Thiefs need a massive nerfing to.
wait wha…?
Mesmer, DD elementalist, burning and Rampage will need adjusting. Hopefully devs are aware.
Thiefs need a massive nerfing to.
wait wha…?
Can I have some of what Apolo is smoking?
It’s not quite that simple.
Burst rules the roost right now (including condi burst with fat stacks of burning in that) and could stand to be tuned down a bit.
BUT if you reduce damage across the board, you enable more perma-bunker-type builds that you just have to wale and wale and wale on to get anywhere against. These are some of the most boring fights because often at least one player is literally just doing a rotation.
If you reduce burst damage but not sustained damage, then all you’re doing is putting more emphasis on auto-attacks, thereby generally devaluing timing and dodging in favor of more by-the-numbers attrition.
So, I dunno, maybe just give everyone like 3k hp so they don’t die quite as fast and call it a day? :/
So, I dunno, maybe just give everyone like 3k hp so they don’t die quite as fast and call it a day? :/
I actually think this isn’t a bad idea. Maybe in addition to that, buff some of the other burst specs to be more in line with shatter mesmers currently, and call it a day.
EVERYTHING needs to go down, honestly. The game isn’t really fun to either play or watch because there isn’t really much pace to fights. Fights are just constant chaos with a balance between people spamming giant, instant, unavoidable bursts and team-mates spamming constant heals. There isn’t much need to set up burst when 1 person (like a mesmer) can 80-0 most people instantly and without tell, all my himself. There isn’t much need to watch for major big-hits to avoid damage when you can just heal 80% of your health every 10s (like a d/d ele), and the damage is instant anyway.
Damage needs to decrease overall, and be tied to more skills that have a tell. At the SAME TIME, healing on max-heal builds needs to decrease so that people who DO eat a reduced burst can’t just “trololol” and heal it all up. Condis application needs a SIGNIFICANT reduction, so that it is something that builds up over time. At the same time, condition cleanse needs to be MUCH less prevalent, so people can’t just spam out clears to keep themselves/team-mates squeaky clean.
Power-creep just creates an arms race that destroys most tactical combat development, and creates uber-builds that are so dominant that every team and class are pigeon-holed into certain choices. I am glad this is not MY game, because it is really on a downward spiral, tbh.
So, I dunno, maybe just give everyone like 3k hp so they don’t die quite as fast and call it a day? :/
I actually think this isn’t a bad idea. Maybe in addition to that, buff some of the other burst specs to be more in line with shatter mesmers currently, and call it a day.
Yeah I’d be all for this. Maybe at the same time they could give necros active defense and not buff their hp. Eles, guards, and theives basically have to take vitality right now which isn’t really fair. With 14k hp that wouldn’t be a problem.
Then they need to do away with auto proc damage like chill of death, fire, and air, buff the weak weapons, and fix some of the classes other holes and we would be good.
(edited by zapv.8051)
I think the meta needs more time to adjust before buffs/nerfs are doled out.
This post is bad for PvP, you say in the first 3 posts that 4 classes need nerfed cause you dont like the pace of the game. You also complain about bunkers.
So its not fair that mike tyson hits hard and manny pacquaio is too fast so lets make them fight handicapped and you cant run around the ring all fight against them. People saying its too fast i have 1 answer, play a bunker build. If you dont understand what skills are coming at you maybe it means you need to play a bit more with/against those classes.
It really doesn’t…. Just play a support/tanky build for once. Yes, DPS got higher, but:
1) there are tons of defensive traits that got introduced or buffed, like stoneheart, bunker down, prismatic understanding etc.
2) rez-traits got buffed across the board.
3) secondary rez-skills got buffed/introduced, like feel my wrath, time warp etc.
4) interrupts got buffed and yes, you could use them defensively.
5) More CC got introduced like taunt.
6) Almost every class got more condition-removal.
But ppl run full DPS-builds and get annoyed when they are insta-killed? -.-°
It really doesn’t…. Just play a support/tanky build for once. Yes, DPS got higher, but:
1) there are tons of defensive traits that got introduced or buffed, like stoneheart, bunker down, prismatic understanding etc.
2) rez-traits got buffed across the board.
3) secondary rez-skills got buffed/introduced, like feel my wrath, time warp etc.
4) interrupts got buffed and yes, you could use them defensively.
5) More CC got introduced like taunt.
6) Almost every class got more condition-removal.But ppl run full DPS-builds and get annoyed when they are insta-killed? -.-°
Im going to have to agree with power I dont think dps needs a shave except for perhaps adding a cap to potential burn stacks in pvp.
Need to buff vitality.
I was thinking the same, need more hp. 3k power is easy to get with a few might stacks but some how we still have the hp as pre patch. Most of the burst is enough to kill my engi twice over.
Imagine how doubling all player hp would work out. Teef opens with 10k bs and spams the usual 22222. Lets say i take all those hits and its 20k dmg sofar. Well we’re both in bad positions now. Teef is tapped on initiative and I only have 10k hp left. Bad play like spamming hs is not rewarded. Instead the thief would need to pace resource usage and set up multiple burst rotations.
Im not saying buff healing and toughness to match vitality. I think this could become an interesting dynamic as healing only off sets part of the incoming dmg while the increased health pools gives players time to use more complex healing builds.
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