If I were to hotfix nerf...

If I were to hotfix nerf...

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Posted by: Nova Stiker.8396

Nova Stiker.8396

There are a lot of broken things now, not just skills but core mechanics need fixing. But hey, why make a 20,000 word forum post on how to improve combat that no ArenaNet dev would read?
So here are my thoughts on hotfixing the meta.

Elementalist:
Elemental Bastion – Auras you apply heal allies. Apply a frost aura to yourself and nearby allies when struck while below the health threshold.
Healing: 778 -> 389 (50% reduction)
Scaling with Healing Power: 0.5 -> 1 (50% increase)

Invigorating Torrents – Auras you apply also grant regeneration and vigor. (5 seconds each)
Removed: Regeneration and Vigor.
Changed to: Auras you apply also grant 1 second of quickness.

Reasoning: Elemental Bastion will be slightly weaker on the Celestial Amulet (about 10% weaker) but also will stronger on other amulets, just aiming to be a slight nerf to the healing overall. Invigorating Torrents allowed elementalists and their teammates an infinite supply of regeneration and vigor. This gave Tempests significantly more defense outside of healing with each aura, instead of adding an internal cooldown to the infinite supply, it would be better to give the Tempest an alternative offensive tool. Overall Elementalists takes a decent dent into their sustain.


Scrapper:
Thunderclap: Ionize an area, bringing down the power of lightning to stun foes and damage them over its duration.
Changed: Stun -> Daze
Range: 1,200 -> 900
Recharge: 24 seconds -> 30 seconds

Rocket Charge: Dash forward with a rocket-charged hammer to damage enemies.
Recharge: 10 seconds -> 12 seconds

Equalizing Blow (3rd hammer auto-chain): Bring down your hammer on your foe.
Removed: Might, Vulnerability.
Casting time: 1/2 second -> 1 second
Added: Now a Blast Finisher.

Rapid Regeneration – Rapidly regenerate health while affected by swiftness or superspeed.
Healing from Swiftness: 105 -> 53 (50% reduction)
Healing from Super Speed: Superspeed: 470 – 235 (50% reduction)
Healing scaling from Swiftness: 0.04 -> 0.08 (100% increase)
Healing scaling from Super Speed: 0.16 -> 0.25 (56.25% increase)

Adaptive Armor: Gain stacking toughness when struck. Reduce incoming condition damage.
Scaling changed when struck: Gain 3% to your current toughness each stack.
Scaling changed when struck: Incoming condition damage reduced by 3% each stack.
Max stacks is still 5.

Impact Savant: The duration of your outgoing stuns and dazes are increased, and the duration of stuns and dazes applied to you are decreased.
Changed to: When you interrupt a foe, gain quickness. (2 seconds of quickness, 5 second cooldown)

Reason: The extra strong crowd control from Thunderclap with the sustain from traits made scrapper much tankier than it should be. With the same idea in mind, the scrapper must invest more into Healing Power to get a better sustaining result. The change to Impact Savant and Thunderclap also reflects as a reduction to sustain.


Whoa, I’m stopping right here. I doubt ArenaNet would even consider anything I’m saying let alone even read it. I gotta stop wasting my time…

(edited by Nova Stiker.8396)

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Posted by: Alekt.5803

Alekt.5803

Quickness on Aura?… For Elementalist? Please go away. Do you not know how useless quickness is on elementalist? Or imbalanced weapon-wise? There is no change with quickness if you cast eruption; it is still takes the same delay to explode. And quickness on overload actually result in a damage loss (ticks are not faster).

Elemental Bastion nerf. I suppose that you are also proposing buffs to the awful other grandmaster traits on Tempest? That’s a very nice way to cut marauder tempest. All this in your quest to nerf the effect on celestial by 10%, you nerf to oblivion builds that are way more interesting.

Invigorating Torrents. Vigor and Regen removed. That’s a nice way to just cut the potential condition clear. It is also a nice way to make Latent Stamina worthless (I don’t expect you to know that the ICD is only on the swapping portion).

Absolutely pathetic changes. You butcher an extremely wide variety of builds in collateral damages, break the current most used tempest builds, and leave tempest to be a flat steaming pile of nothing.

Alerie Despins

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Posted by: Leohart.4610

Leohart.4610

Quickness on Aura?… For Elementalist? Please go away. Do you not know how useless quickness is on elementalist? Or imbalanced weapon-wise? There is no change with quickness if you cast eruption; it is still takes the same delay to explode. And quickness on overload actually result in a damage loss (ticks are not faster).

Elemental Bastion nerf. I suppose that you are also proposing buffs to the awful other grandmaster traits on Tempest? That’s a very nice way to cut marauder tempest. All this in your quest to nerf the effect on celestial by 10%, you nerf to oblivion builds that are way more interesting.

Invigorating Torrents. Vigor and Regen removed. That’s a nice way to just cut the potential condition clear. It is also a nice way to make Latent Stamina worthless (I don’t expect you to know that the ICD is only on the swapping portion).

Absolutely pathetic changes. You butcher an extremely wide variety of builds in collateral damages, break the current most used tempest builds, and leave tempest to be a flat steaming pile of nothing.

God kitten savage.

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Posted by: Nova Stiker.8396

Nova Stiker.8396

Quickness on Aura?… For Elementalist? Please go away. Do you not know how useless quickness is on elementalist? Or imbalanced weapon-wise? There is no change with quickness if you cast eruption; it is still takes the same delay to explode. And quickness on overload actually result in a damage loss (ticks are not faster).

Elemental Bastion nerf. I suppose that you are also proposing buffs to the awful other grandmaster traits on Tempest? That’s a very nice way to cut marauder tempest. All this in your quest to nerf the effect on celestial by 10%, you nerf to oblivion builds that are way more interesting.

Invigorating Torrents. Vigor and Regen removed. That’s a nice way to just cut the potential condition clear. It is also a nice way to make Latent Stamina worthless (I don’t expect you to know that the ICD is only on the swapping portion).

Absolutely pathetic changes. You butcher an extremely wide variety of builds in collateral damages, break the current most used tempest builds, and leave tempest to be a flat steaming pile of nothing.

You don’t seem to know what hotfixing is… I said nothing about buffing for good reason. The things that are too strong are more of a problem than things that are too weak. I don’t have all day of typing for it to get ignored.

Marauder Tempest is not a thing in PvP and never will be as long as overcharging takes longer than a Meteor Shower. Latent Stamina is weak, I tried it, there is no reason to ever use it. Buff it? Sure, but not as important.

Also, quickness on an elementalist is not useless, proper timing with skills can make a massive difference as all auras have 0 casting time. Oh, and it’s 1 second of quickness when you apply an aura, WHICH MEANS YOUR ALLIES ALSO GET IT.
I think that is a very, very fair trade from perma regeneration and vigor.

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Posted by: Alekt.5803

Alekt.5803

You don’t seem to know what hotfixing is… I said nothing about buffing for good reason. The things that are too strong are more of a problem than things that are too weak. I don’t have all day of typing for it to get ignored.

Marauder Tempest is not a thing in PvP and never will be as long as overcharging takes longer than a Meteor Shower. Latent Stamina is weak, I tried it, there is no reason to ever use it. Buff it? Sure, but not as important.

Also, quickness on an elementalist is not useless, proper timing with skills can make a massive difference as all auras have 0 casting time. Oh, and it’s 1 second of quickness when you apply an aura, WHICH MEANS YOUR ALLIES ALSO GET IT.
I think that is a very, very fair trade from perma regeneration and vigor.

I don’t really care what hotfix is. Marauder Tempest is not a thing in PvP when you are talking to a marauder, staff, conjure earth shield tempest.

Though, I am curious. Granting 10 endurance to you or allies everytime you apply vigor is bad? While also granting the vigor aoe when swapping to water. Seems like pretty significant to me. If you don’t have Lightning Rod, or don’t have Aura share, it’s the trait to consider.

I heard you. You are in love with the idea to remove all sort of condition clear from Tempest apart from having shouts able to cleanse a condition if the most boring rune set is used.

Alerie Despins

(edited by Alekt.5803)

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Posted by: Frenk.5917

Frenk.5917

“How to butcher other builds in other gamemodes because I don’t like something in SPVP” – volume II, by Nova Striker.

You are totally not aware that there are builds in other parts of the game which use the same traits setup of builds used in SPVP, are you? Well, congratulation on killing WvW tempest, PvE tempest and WvW Scrapper all at once.

Frenk – EU
All is vain

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Posted by: Ryld.1340

Ryld.1340

There are a lot of broken things now, not just skills but core mechanics need fixing. But hey, why make a 20,000 word forum post on how to improve combat that no ArenaNet dev would read?
So here are my thoughts on hotfixing the meta.

Elementalist:
Elemental Bastion – Auras you apply heal allies. Apply a frost aura to yourself and nearby allies when struck while below the health threshold.
Healing: 778 -> 389 (50% reduction)
Scaling with Healing Power: 0.5 -> 1 (50% increase)

Invigorating Torrents – Auras you apply also grant regeneration and vigor. (5 seconds each)
Removed: Regeneration and Vigor.
Changed to: Auras you apply also grant 1 second of quickness.

Reasoning: Elemental Bastion will be slightly weaker on the Celestial Amulet (about 10% weaker) but also will stronger on other amulets, just aiming to be a slight nerf to the healing overall. Invigorating Torrents allowed elementalists and their teammates an infinite supply of regeneration and vigor. This gave Tempests significantly more defense outside of healing with each aura, instead of adding an internal cooldown to the infinite supply, it would be better to give the Tempest an alternative offensive tool. Overall Elementalists takes a decent dent into their sustain.

Why are you gutting Tempest? What does it offer besides sustain?

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Posted by: muscarine.5136

muscarine.5136

Oh hey, someone looking at scrappers for what they are.
People too focused on more obvious issue to realise, there’s something wrong with being that tanky while running perma 18+ stacks of might on marauder amulet.
But as usual they will go through the nerf net without a scratch and probably even a handfull more buffs.

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Posted by: Elmo Benchwarmer.3025

Elmo Benchwarmer.3025

Scrapper:
Thunderclap: Ionize an area, bringing down the power of lightning to stun foes and damage them over its duration.
Changed: Stun -> Daze
Range: 1,200 -> 900
Recharge: 24 seconds -> 30 seconds

Rocket Charge: Dash forward with a rocket-charged hammer to damage enemies.
Recharge: 10 seconds -> 12 seconds

Equalizing Blow (3rd hammer auto-chain): Bring down your hammer on your foe.
Removed: Might, Vulnerability.
Casting time: 1/2 second -> 1 second
Added: Now a Blast Finisher.

Rapid Regeneration – Rapidly regenerate health while affected by swiftness or superspeed.
Healing from Swiftness: 105 -> 53 (50% reduction)
Healing from Super Speed: Superspeed: 470 – 235 (50% reduction)
Healing scaling from Swiftness: 0.04 -> 0.08 (100% increase)
Healing scaling from Super Speed: 0.16 -> 0.25 (56.25% increase)

Adaptive Armor: Gain stacking toughness when struck. Reduce incoming condition damage.
Scaling changed when struck: Gain 3% to your current toughness each stack.
Scaling changed when struck: Incoming condition damage reduced by 3% each stack.
Max stacks is still 5.

Impact Savant: The duration of your outgoing stuns and dazes are increased, and the duration of stuns and dazes applied to you are decreased.
Changed to: When you interrupt a foe, gain quickness. (2 seconds of quickness, 5 second cooldown)

Reason: The extra strong crowd control from Thunderclap with the sustain from traits made scrapper much tankier than it should be. With the same idea in mind, the scrapper must invest more into Healing Power to get a better sustaining result. The change to Impact Savant and Thunderclap also reflects as a reduction to sustain.

I want to highlight this. Those are very sensible changes that go in the right direction. A good start to bring Scrapper back into line.

The strongly dislike the power creep the game has been subject to since the June patch.

(edited by Elmo Benchwarmer.3025)

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Posted by: Nova Stiker.8396

Nova Stiker.8396

“How to butcher other builds in other gamemodes because I don’t like something in SPVP” – volume II, by Nova Striker.

You are totally not aware that there are builds in other parts of the game which use the same traits setup of builds used in SPVP, are you? Well, congratulation on killing WvW tempest, PvE tempest and WvW Scrapper all at once.

How the heck does it kill PvE and WvW Tempest? If anything it makes it more powerful with increased boon duration you and your party can have a very strong upkeep of quickness. Regeneration really isn’t that super important in PvE or WvW zerging after all.

OH! You talking about being a glass cannon while still being a strong healer with Elemental Bastion! Um, no. Elemental Bastion is stupidly overpowered on how much it heals with so little investment into healing power. You can still be a super strong healer, but you now have to give up damage to achieve it.

Jesus, I butchered the Scrapper MUCH more than Tempest and yet people still defending the Tempest? Makes me wonder what people would say if I butchered the Reaper…

(edited by Nova Stiker.8396)

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Posted by: Azure The Heartless.3261

Azure The Heartless.3261

I don’t play ele, so don’t take this opinion as weighty,

But I think starting off with a complete half effectiveness slash to healing on aura and then the outright removal of regen for torrents is a bit much for the first pass.

Yeah, they’re tanky as hell, but should probably start trimming on the upper end instead of reaching into their entrails and pulling out all the heals.

Resident Disgruntled, Coffee-drinking Charr.
Zarin Mistcloak(THF) Valkyrie Mistblade(WAR) Kossori Mistwalker(REV) Durendal Mistward(GRD)
I used to think (build op, pls nerf) like you, but then I took a nerf to the knee.

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Posted by: TheOneWhoSighs.7513

TheOneWhoSighs.7513

“How to butcher other builds in other gamemodes because I don’t like something in SPVP” – volume II, by Nova Striker.

You are totally not aware that there are builds in other parts of the game which use the same traits setup of builds used in SPVP, are you? Well, congratulation on killing WvW tempest, PvE tempest and WvW Scrapper all at once.

How the heck does it kill PvE and WvW Tempest? If anything it makes it more powerful with increased boon duration you and your party can have a very strong upkeep of quickness. Regeneration really isn’t that super important in PvE or WvW zerging after all.

OH! You talking about being a glass cannon while still being a strong healer with Elemental Bastion! Um, no. Elemental Bastion is stupidly overpowered on how much it heals with so little investment into healing power. You can still be a super strong healer, but you now have to give up damage to achieve it.

Jesus, I butchered the Scrapper MUCH more than Tempest and yet people still defending the Tempest? Makes me wonder what people would say if I butchered the Reaper…

Not sure about PvE tempest, but WvW tempest seems like it is already in a spot that begs the question “Why not just run staff ele”.
The usual water blasting and what not.

Since staff ele generally is a better group support & has better group damage.

But, I’m not an ele main.

Edit:
And this is the part of the conversation where we say “ANet should separate PvE and PvP skills”.

I’d add “and WvW” to that as well.
Because balancing all 3 together seems about as safe as juggling mini nukes.

“Unused Development Initiative. We care so much
about your feedback, that we don’t even read it.” ~ Crystal Suzuki

(edited by TheOneWhoSighs.7513)

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Posted by: Phoebe Ascension.8437

Phoebe Ascension.8437

Remember Celestial tempest BARELY has damage pressure. I think even mesmer has more pressure with wells and shatters (wich is an all out bunker build with higher thoughness, vit).

The build atm is mostly very good, cause of the team support it gives. It gives a lot to other players, and if those players give just a bit in return (condi cleanse, a bit healing, damage pressure), the combo’s they can do are great. But ele alone is not that good. They can delay point capture, but not for eternity, especially against 2 damage specs (reapers, DH etc).

Nerfing the healing 50% is a big shift. Do not forget you also sacrafice other stuff (trait) to pick that healing trait.

Legendary weapons can be hidden now!
No excuse anymore for not giving ‘hide mounts’-option
No thanks to unidentified weapons.

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Posted by: Nova Stiker.8396

Nova Stiker.8396

I don’t play ele, so don’t take this opinion as weighty,

But I think starting off with a complete half effectiveness slash to healing on aura and then the outright removal of regen for torrents is a bit much for the first pass.

Yeah, they’re tanky as hell, but should probably start trimming on the upper end instead of reaching into their entrails and pulling out all the heals.

Don’t think Auramancers will be the only class that needs gutting. People freaking out like it’s the only big problem.

You wanna know what I’d do to Reapers? Increase all the Reaper shroud skills recharges to match Death Shroud, remove the Stability from Infusing Terror skill and replace it with Resistance, changed Deathly Chill trait to only damage nearby chilled foes (although the chill doesn’t have to be yours), the elite shout “Chilled to the bone” would have it’s range decreased by 300.

Worried about Elementalists not being tanky anymore? Boom. Now Reapers also gutted. Dragonhunters, Revenants, power gut. Druids get a nasty CC gutting, chronomancers gets tanking traits gutted and F4 replaced with F5, thieves and warriors might actually see some play.

_

The power creep is everywhere guys. I only talked about 4th of the stuff I’d do on the main post.

(edited by Nova Stiker.8396)

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Posted by: TheOneWhoSighs.7513

TheOneWhoSighs.7513

I don’t play ele, so don’t take this opinion as weighty,

But I think starting off with a complete half effectiveness slash to healing on aura and then the outright removal of regen for torrents is a bit much for the first pass.

Yeah, they’re tanky as hell, but should probably start trimming on the upper end instead of reaching into their entrails and pulling out all the heals.

Don’t think Auramancers will be the only class that needs gutting. People freaking out like it’s the only big problem.

You wanna know what I’d do to Reapers? Increase all the Reaper shroud skills recharges to match Death Shroud, remove the Stability from Infusing Terror skill and replace it with Resistance, changed Deathly Chill trait to only damage nearby chilled foes (although the chill doesn’t have to be yours), the elite shout “Chilled to the bone” would have it’s range decreased by 300.

Worried about Elementalists not being tanky anymore? Boom. Now Reapers also gutted. Dragonhunters, Revenants, power gut. Druids get a nasty CC gutting, chronomancers gets tanking traits gutted and F4 replaced with F5, thieves and warriors might actually see some play.

_

The power creep is everywhere guys. I only talked about 4th of the stuff I’d do on the main post.

Replace F4 with F5?
Now THAT is insane.

In the words of that crazy Ith guy, NO.

At best I’ll hand F2 over to you.

Distortion is something every mesmer build needs. And that’s a good way to change Chrono from a trade off, to worthless.

“Unused Development Initiative. We care so much
about your feedback, that we don’t even read it.” ~ Crystal Suzuki

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Posted by: Zintrothen.1056

Zintrothen.1056

Make the 40% protection trait a GM and make the stability on overload passive. All of a sudden you have to choose between 40% protection or healing on aura. Stability on overload made passive through GM minor trait. Diamond skin can changed to resistance so boon stripping can counter it. 90% hp changed to 75% hp or perhaps 3-5 seconds of resistance when 3 conditions are applied on a 5-10 second ICD.

Imo, changes like these will solve the main issues with Tempest (though no solving the issue with only having one viable spec) in pvp.

These are simply ideas. Constructive comments are welcome. And then if we can all come to an agreement, we can make a thread about what we as a collective believe to be the best changes. They changed Well of Precognition based on what the community saw best, which REALLY surprised me and gave me a little hope.

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Posted by: Nova Stiker.8396

Nova Stiker.8396

I don’t play ele, so don’t take this opinion as weighty,

But I think starting off with a complete half effectiveness slash to healing on aura and then the outright removal of regen for torrents is a bit much for the first pass.

Yeah, they’re tanky as hell, but should probably start trimming on the upper end instead of reaching into their entrails and pulling out all the heals.

Don’t think Auramancers will be the only class that needs gutting. People freaking out like it’s the only big problem.

You wanna know what I’d do to Reapers? Increase all the Reaper shroud skills recharges to match Death Shroud, remove the Stability from Infusing Terror skill and replace it with Resistance, changed Deathly Chill trait to only damage nearby chilled foes (although the chill doesn’t have to be yours), the elite shout “Chilled to the bone” would have it’s range decreased by 300.

Worried about Elementalists not being tanky anymore? Boom. Now Reapers also gutted. Dragonhunters, Revenants, power gut. Druids get a nasty CC gutting, chronomancers gets tanking traits gutted and F4 replaced with F5, thieves and warriors might actually see some play.

_

The power creep is everywhere guys. I only talked about 4th of the stuff I’d do on the main post.

Replace F4 with F5?
Now THAT is insane.

In the words of that crazy Ith guy, NO.

At best I’ll hand F2 over to you.

Distortion is something every mesmer build needs. And that’s a good way to change Chrono from a trade off, to worthless.

It’s a learn to play issue. Be better at CC you are given with shield and gravity well.

“But everything has tons of stability!” You say, there is another problem that needs gutting.

(edited by Nova Stiker.8396)

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Posted by: TheOneWhoSighs.7513

TheOneWhoSighs.7513

I don’t play ele, so don’t take this opinion as weighty,

But I think starting off with a complete half effectiveness slash to healing on aura and then the outright removal of regen for torrents is a bit much for the first pass.

Yeah, they’re tanky as hell, but should probably start trimming on the upper end instead of reaching into their entrails and pulling out all the heals.

Don’t think Auramancers will be the only class that needs gutting. People freaking out like it’s the only big problem.

You wanna know what I’d do to Reapers? Increase all the Reaper shroud skills recharges to match Death Shroud, remove the Stability from Infusing Terror skill and replace it with Resistance, changed Deathly Chill trait to only damage nearby chilled foes (although the chill doesn’t have to be yours), the elite shout “Chilled to the bone” would have it’s range decreased by 300.

Worried about Elementalists not being tanky anymore? Boom. Now Reapers also gutted. Dragonhunters, Revenants, power gut. Druids get a nasty CC gutting, chronomancers gets tanking traits gutted and F4 replaced with F5, thieves and warriors might actually see some play.

_

The power creep is everywhere guys. I only talked about 4th of the stuff I’d do on the main post.

Replace F4 with F5?
Now THAT is insane.

In the words of that crazy Ith guy, NO.

At best I’ll hand F2 over to you.

Distortion is something every mesmer build needs. And that’s a good way to change Chrono from a trade off, to worthless.

It’s a learn to play issue. Be better at CC you are given with shield and gravity well.

It isn’t a learn to play issue.
IT IS THE ONLY WAY WE CAN SURVIVE BURST DAMAGE

Literally.

It is our only get out of jail free card. BLINK ISN’T A GET OUT OF JAIL FREE CARD.
A THIEF CAN FOLLOW THROUGH ON A BLINK

A 3 second block isn’t one either, we’d still have to pop a different stun break.

Dude, that is a nerf into the ground.
And I WILL quit were it to happen.

“Unused Development Initiative. We care so much
about your feedback, that we don’t even read it.” ~ Crystal Suzuki

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Posted by: Nova Stiker.8396

Nova Stiker.8396

I don’t play ele, so don’t take this opinion as weighty,

But I think starting off with a complete half effectiveness slash to healing on aura and then the outright removal of regen for torrents is a bit much for the first pass.

Yeah, they’re tanky as hell, but should probably start trimming on the upper end instead of reaching into their entrails and pulling out all the heals.

Don’t think Auramancers will be the only class that needs gutting. People freaking out like it’s the only big problem.

You wanna know what I’d do to Reapers? Increase all the Reaper shroud skills recharges to match Death Shroud, remove the Stability from Infusing Terror skill and replace it with Resistance, changed Deathly Chill trait to only damage nearby chilled foes (although the chill doesn’t have to be yours), the elite shout “Chilled to the bone” would have it’s range decreased by 300.

Worried about Elementalists not being tanky anymore? Boom. Now Reapers also gutted. Dragonhunters, Revenants, power gut. Druids get a nasty CC gutting, chronomancers gets tanking traits gutted and F4 replaced with F5, thieves and warriors might actually see some play.

_

The power creep is everywhere guys. I only talked about 4th of the stuff I’d do on the main post.

Replace F4 with F5?
Now THAT is insane.

In the words of that crazy Ith guy, NO.

At best I’ll hand F2 over to you.

Distortion is something every mesmer build needs. And that’s a good way to change Chrono from a trade off, to worthless.

It’s a learn to play issue. Be better at CC you are given with shield and gravity well.

It isn’t a learn to play issue.
IT IS THE ONLY WAY WE CAN SURVIVE BURST DAMAGE
Literally.
It is our only get out of jail free card. BLINK ISN’T A GET OUT OF JAIL FREE CARD.
A THIEF CAN FOLLOW THROUGH ON A BLINK
A 3 second block isn’t one either, we’d still have to pop a different stun break.
Dude, that is a nerf into the ground.
And I WILL quit were it to happen.

Then play Mesmer?

There is no reason for ArenaNet to have design Chronomancer to be Mesmer 2.0, I’d personally change all the F1-F3 shatters to do something different. But then it’d no longer be a fix.

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Posted by: TheOneWhoSighs.7513

TheOneWhoSighs.7513

I don’t play ele, so don’t take this opinion as weighty,

But I think starting off with a complete half effectiveness slash to healing on aura and then the outright removal of regen for torrents is a bit much for the first pass.

Yeah, they’re tanky as hell, but should probably start trimming on the upper end instead of reaching into their entrails and pulling out all the heals.

Don’t think Auramancers will be the only class that needs gutting. People freaking out like it’s the only big problem.

You wanna know what I’d do to Reapers? Increase all the Reaper shroud skills recharges to match Death Shroud, remove the Stability from Infusing Terror skill and replace it with Resistance, changed Deathly Chill trait to only damage nearby chilled foes (although the chill doesn’t have to be yours), the elite shout “Chilled to the bone” would have it’s range decreased by 300.

Worried about Elementalists not being tanky anymore? Boom. Now Reapers also gutted. Dragonhunters, Revenants, power gut. Druids get a nasty CC gutting, chronomancers gets tanking traits gutted and F4 replaced with F5, thieves and warriors might actually see some play.

_

The power creep is everywhere guys. I only talked about 4th of the stuff I’d do on the main post.

Replace F4 with F5?
Now THAT is insane.

In the words of that crazy Ith guy, NO.

At best I’ll hand F2 over to you.

Distortion is something every mesmer build needs. And that’s a good way to change Chrono from a trade off, to worthless.

It’s a learn to play issue. Be better at CC you are given with shield and gravity well.

It isn’t a learn to play issue.
IT IS THE ONLY WAY WE CAN SURVIVE BURST DAMAGE
Literally.
It is our only get out of jail free card. BLINK ISN’T A GET OUT OF JAIL FREE CARD.
A THIEF CAN FOLLOW THROUGH ON A BLINK
A 3 second block isn’t one either, we’d still have to pop a different stun break.
Dude, that is a nerf into the ground.
And I WILL quit were it to happen.

Then play Mesmer?

There is no reason for ArenaNet to have design Chronomancer to be Mesmer 2.0, I’d personally change all the F1-F3 shatters to do something different. But then it’d no longer be a fix.

Chrono already isn’t Mesmer 2.0.
Do you not realize the trait lines I could take instead?

Inspiration? Illusion? Hell, even chaos!
All of them viable options for different reasons.

Chrono would bring nothing to the table except well of gravity + some alacrity + the superspeed illusions. As roamers already take torch over shield anyway.

Well of gravity generally isn’t worth your distortion.

And quickness stomps usually require us to burn a second shatter mid stomp, because if quickness isn’t applied throughout the whole stomp, then it doesn’t actually speed it up.

“Unused Development Initiative. We care so much
about your feedback, that we don’t even read it.” ~ Crystal Suzuki

If I were to hotfix nerf...

in PvP

Posted by: Nova Stiker.8396

Nova Stiker.8396

I don’t play ele, so don’t take this opinion as weighty,

But I think starting off with a complete half effectiveness slash to healing on aura and then the outright removal of regen for torrents is a bit much for the first pass.

Yeah, they’re tanky as hell, but should probably start trimming on the upper end instead of reaching into their entrails and pulling out all the heals.

Don’t think Auramancers will be the only class that needs gutting. People freaking out like it’s the only big problem.

You wanna know what I’d do to Reapers? Increase all the Reaper shroud skills recharges to match Death Shroud, remove the Stability from Infusing Terror skill and replace it with Resistance, changed Deathly Chill trait to only damage nearby chilled foes (although the chill doesn’t have to be yours), the elite shout “Chilled to the bone” would have it’s range decreased by 300.

Worried about Elementalists not being tanky anymore? Boom. Now Reapers also gutted. Dragonhunters, Revenants, power gut. Druids get a nasty CC gutting, chronomancers gets tanking traits gutted and F4 replaced with F5, thieves and warriors might actually see some play.

_

The power creep is everywhere guys. I only talked about 4th of the stuff I’d do on the main post.

Replace F4 with F5?
Now THAT is insane.

In the words of that crazy Ith guy, NO.

At best I’ll hand F2 over to you.

Distortion is something every mesmer build needs. And that’s a good way to change Chrono from a trade off, to worthless.

It’s a learn to play issue. Be better at CC you are given with shield and gravity well.

It isn’t a learn to play issue.
IT IS THE ONLY WAY WE CAN SURVIVE BURST DAMAGE
Literally.
It is our only get out of jail free card. BLINK ISN’T A GET OUT OF JAIL FREE CARD.
A THIEF CAN FOLLOW THROUGH ON A BLINK
A 3 second block isn’t one either, we’d still have to pop a different stun break.
Dude, that is a nerf into the ground.
And I WILL quit were it to happen.

Then play Mesmer?

There is no reason for ArenaNet to have design Chronomancer to be Mesmer 2.0, I’d personally change all the F1-F3 shatters to do something different. But then it’d no longer be a fix.

Chrono would bring nothing to the table except well of gravity + some alacrity + the superspeed illusions.

Highlighted.

And you’re right. Chronomancer was the first revealed elite spec AND the worst designed.

The biggest problem with chronomancer is its terribly designed mechanics, but that is for a different thread. This is for fixes. You won’t have to worry about losing F4 if all the classes lose their ability to deal tons of damage and still be super tanky. Ideally, if they are going to be hitting you with tons of damage, you’ll be able to hit back just as hard. Something this meta does not have.

If I were to hotfix nerf...

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Posted by: Soryuju.8164

Soryuju.8164

I don’t play ele, so don’t take this opinion as weighty,

But I think starting off with a complete half effectiveness slash to healing on aura and then the outright removal of regen for torrents is a bit much for the first pass.

Yeah, they’re tanky as hell, but should probably start trimming on the upper end instead of reaching into their entrails and pulling out all the heals.

Don’t think Auramancers will be the only class that needs gutting. People freaking out like it’s the only big problem.

You wanna know what I’d do to Reapers? Increase all the Reaper shroud skills recharges to match Death Shroud, remove the Stability from Infusing Terror skill and replace it with Resistance, changed Deathly Chill trait to only damage nearby chilled foes (although the chill doesn’t have to be yours), the elite shout “Chilled to the bone” would have it’s range decreased by 300.

Worried about Elementalists not being tanky anymore? Boom. Now Reapers also gutted. Dragonhunters, Revenants, power gut. Druids get a nasty CC gutting, chronomancers gets tanking traits gutted and F4 replaced with F5, thieves and warriors might actually see some play.

_

The power creep is everywhere guys. I only talked about 4th of the stuff I’d do on the main post.

I can’t really speak to the Mesmer issues, but for Reaper, I feel like swapping Stability to Resistance on Infusing Terror would actually go directly against the Reaper’s design and be a terrible overall nerf to the spec. Maybe rebalance the duration/cooldown ratio if it becomes a problem in the post-nerf meta. Mind you, I’m a Guardian main who’s none too fond of the Reaper’s condition pressure, but the point of Reaper was to give Necros a melee option. Three of the five Reaper’s Shroud skills have extended channels/animations, and there’s no way a Reaper’s going to fight effectively in melee range when they’ve got no Stability, Vigor, blocks, evades, or the other defenses that core Necros have never enjoyed. At best, you could try to chain-CC targets with CttB/Terrify/Executioner’s Scythe and hope they don’t stun break in time to ruin your combo. Stability is a key part of that kit, and while less of it might be acceptable after global nerfs start coming down, removing it entirely could make Reaper unplayable.

As someone who’s dabbled in Scrapper, however, those nerf suggestions seem reasonable. It’s silly that any Marauder build can sustain better than a bunker Guardian can in this meta, but that’s where we’re at right now.

If I were to hotfix nerf...

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Posted by: TheOneWhoSighs.7513

TheOneWhoSighs.7513

I don’t play ele, so don’t take this opinion as weighty,

But I think starting off with a complete half effectiveness slash to healing on aura and then the outright removal of regen for torrents is a bit much for the first pass.

Yeah, they’re tanky as hell, but should probably start trimming on the upper end instead of reaching into their entrails and pulling out all the heals.

Don’t think Auramancers will be the only class that needs gutting. People freaking out like it’s the only big problem.

You wanna know what I’d do to Reapers? Increase all the Reaper shroud skills recharges to match Death Shroud, remove the Stability from Infusing Terror skill and replace it with Resistance, changed Deathly Chill trait to only damage nearby chilled foes (although the chill doesn’t have to be yours), the elite shout “Chilled to the bone” would have it’s range decreased by 300.

Worried about Elementalists not being tanky anymore? Boom. Now Reapers also gutted. Dragonhunters, Revenants, power gut. Druids get a nasty CC gutting, chronomancers gets tanking traits gutted and F4 replaced with F5, thieves and warriors might actually see some play.

_

The power creep is everywhere guys. I only talked about 4th of the stuff I’d do on the main post.

Replace F4 with F5?
Now THAT is insane.

In the words of that crazy Ith guy, NO.

At best I’ll hand F2 over to you.

Distortion is something every mesmer build needs. And that’s a good way to change Chrono from a trade off, to worthless.

It’s a learn to play issue. Be better at CC you are given with shield and gravity well.

It isn’t a learn to play issue.
IT IS THE ONLY WAY WE CAN SURVIVE BURST DAMAGE
Literally.
It is our only get out of jail free card. BLINK ISN’T A GET OUT OF JAIL FREE CARD.
A THIEF CAN FOLLOW THROUGH ON A BLINK
A 3 second block isn’t one either, we’d still have to pop a different stun break.
Dude, that is a nerf into the ground.
And I WILL quit were it to happen.

Then play Mesmer?

There is no reason for ArenaNet to have design Chronomancer to be Mesmer 2.0, I’d personally change all the F1-F3 shatters to do something different. But then it’d no longer be a fix.

Chrono would bring nothing to the table except well of gravity + some alacrity + the superspeed illusions.

Highlighted.

And you’re right. Chronomancer was the first revealed elite spec AND the worst designed.

The biggest problem with chronomancer is its terribly designed mechanics, but that is for a different thread. This is for fixes. You won’t have to worry about losing F4 if all the classes lose their ability to deal tons of damage and still be super tanky.

They don’t even have to be super tanky.
They literally have to be a zerker ranger.
“Oh I knocked you down, immobilized you, and then pressed 2.”

What do I do? Give up blink? Hell no.
Give up portal? Hell no.
Give up decoy for a condi clear? Well I guess I have to.

Or a panic strike thief.
“Oh I halved your health, immobilized you, and now I’m safely stabbing you”

Situations where I could normally survive.

And to fix what?
To remove 1-4 seconds of distortion from chronomancers? Generally just 1 second, as almost nobody does distortion on 3 clones.

Yeah, that was the real problem with the class.
How about just delete WoP and nerf Chaotic Dampening.

Everything else is a trade-off between another pick. With the possible exception of restorative illusions, which is an obvious pick if you’re going into inspiration. Mostly because focus sucks. Not because it’s an amazing trait.

“Unused Development Initiative. We care so much
about your feedback, that we don’t even read it.” ~ Crystal Suzuki

(edited by TheOneWhoSighs.7513)

If I were to hotfix nerf...

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Posted by: Nova Stiker.8396

Nova Stiker.8396

I don’t play ele, so don’t take this opinion as weighty,

But I think starting off with a complete half effectiveness slash to healing on aura and then the outright removal of regen for torrents is a bit much for the first pass.

Yeah, they’re tanky as hell, but should probably start trimming on the upper end instead of reaching into their entrails and pulling out all the heals.

Don’t think Auramancers will be the only class that needs gutting. People freaking out like it’s the only big problem.

You wanna know what I’d do to Reapers? Increase all the Reaper shroud skills recharges to match Death Shroud, remove the Stability from Infusing Terror skill and replace it with Resistance, changed Deathly Chill trait to only damage nearby chilled foes (although the chill doesn’t have to be yours), the elite shout “Chilled to the bone” would have it’s range decreased by 300.

Worried about Elementalists not being tanky anymore? Boom. Now Reapers also gutted. Dragonhunters, Revenants, power gut. Druids get a nasty CC gutting, chronomancers gets tanking traits gutted and F4 replaced with F5, thieves and warriors might actually see some play.

_

The power creep is everywhere guys. I only talked about 4th of the stuff I’d do on the main post.

I can’t really speak to the Mesmer issues, but for Reaper, I feel like swapping Stability to Resistance on Infusing Terror would actually go directly against the Reaper’s design and be a terrible overall nerf to the spec. Maybe rebalance the duration/cooldown ratio if it becomes a problem in the post-nerf meta. Mind you, I’m a Guardian main who’s none too fond of the Reaper’s condition pressure, but the point of Reaper was to give Necros a melee option. Three of the five Reaper’s Shroud skills have extended channels/animations, and there’s no way a Reaper’s going to fight effectively in melee range when they’ve got no Stability, Vigor, blocks, evades, or the other defenses that core Necros have never enjoyed. At best, you could try to chain-CC targets with CttB/Terrify/Executioner’s Scythe and hope they don’t stun break in time to ruin your combo. Stability is a key part of that kit, and while less of it might be acceptable after global nerfs start coming down, removing it entirely could make Reaper unplayable.

As someone who’s dabbled in Scrapper, however, those nerf suggestions seem reasonable. It’s silly that any Marauder build can sustain better than a bunker Guardian can in this meta, but that’s where we’re at right now.

I understand how’d you think it’d hurt Reapers defense and yes, it really does. Reapers will have to take defensive traits in order to keep up.

As sucky as that sounds, that should be the case with ALL classes.

Wanna know what I’d do to Revenants? Revenants gain 2 seconds of super speed at the end of a dodge instead of stability, remove the super speed from Shiro’s Impossible Odds. And nerf X but I don’t want to hunt down the wiki page and go through all the problems.

Now if Revenants don’t want to be CC’ed to death, they got to bring Great Dwarf Stance or bring more defense. That’s how it SHOULD be.

If I were to hotfix nerf...

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Posted by: Supreme.3164

Supreme.3164

I don’t play ele, so don’t take this opinion as weighty,

But I think starting off with a complete half effectiveness slash to healing on aura and then the outright removal of regen for torrents is a bit much for the first pass.

Yeah, they’re tanky as hell, but should probably start trimming on the upper end instead of reaching into their entrails and pulling out all the heals.

Don’t think Auramancers will be the only class that needs gutting. People freaking out like it’s the only big problem.

You wanna know what I’d do to Reapers? Increase all the Reaper shroud skills recharges to match Death Shroud, remove the Stability from Infusing Terror skill and replace it with Resistance, changed Deathly Chill trait to only damage nearby chilled foes (although the chill doesn’t have to be yours), the elite shout “Chilled to the bone” would have it’s range decreased by 300.

Worried about Elementalists not being tanky anymore? Boom. Now Reapers also gutted. Dragonhunters, Revenants, power gut. Druids get a nasty CC gutting, chronomancers gets tanking traits gutted and F4 replaced with F5, thieves and warriors might actually see some play.

_

The power creep is everywhere guys. I only talked about 4th of the stuff I’d do on the main post.

I can’t really speak to the Mesmer issues, but for Reaper, I feel like swapping Stability to Resistance on Infusing Terror would actually go directly against the Reaper’s design and be a terrible overall nerf to the spec. Maybe rebalance the duration/cooldown ratio if it becomes a problem in the post-nerf meta. Mind you, I’m a Guardian main who’s none too fond of the Reaper’s condition pressure, but the point of Reaper was to give Necros a melee option. Three of the five Reaper’s Shroud skills have extended channels/animations, and there’s no way a Reaper’s going to fight effectively in melee range when they’ve got no Stability, Vigor, blocks, evades, or the other defenses that core Necros have never enjoyed. At best, you could try to chain-CC targets with CttB/Terrify/Executioner’s Scythe and hope they don’t stun break in time to ruin your combo. Stability is a key part of that kit, and while less of it might be acceptable after global nerfs start coming down, removing it entirely could make Reaper unplayable.

As someone who’s dabbled in Scrapper, however, those nerf suggestions seem reasonable. It’s silly that any Marauder build can sustain better than a bunker Guardian can in this meta, but that’s where we’re at right now.

I understand how’d you think it’d hurt Reapers defense and yes, it really does. Reapers will have to take defensive traits in order to keep up.

As sucky as that sounds, that should be the case with ALL classes.

Wanna know what I’d do to Revenants? Revenants gain 2 seconds of super speed at the end of a dodge instead of stability, remove the super speed from Shiro’s Impossible Odds. And nerf X but I don’t want to hunt down the wiki page and go through all the problems.

Now if Revenants don’t want to be CC’ed to death, they got to bring Great Dwarf Stance or bring more defense. That’s how it SHOULD be.

I think you should make your own game, I’m sure people will line up to buy it from day one

If I were to hotfix nerf...

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Posted by: Nova Stiker.8396

Nova Stiker.8396

I don’t play ele, so don’t take this opinion as weighty,

But I think starting off with a complete half effectiveness slash to healing on aura and then the outright removal of regen for torrents is a bit much for the first pass.

Yeah, they’re tanky as hell, but should probably start trimming on the upper end instead of reaching into their entrails and pulling out all the heals.

Don’t think Auramancers will be the only class that needs gutting. People freaking out like it’s the only big problem.

You wanna know what I’d do to Reapers? Increase all the Reaper shroud skills recharges to match Death Shroud, remove the Stability from Infusing Terror skill and replace it with Resistance, changed Deathly Chill trait to only damage nearby chilled foes (although the chill doesn’t have to be yours), the elite shout “Chilled to the bone” would have it’s range decreased by 300.

Worried about Elementalists not being tanky anymore? Boom. Now Reapers also gutted. Dragonhunters, Revenants, power gut. Druids get a nasty CC gutting, chronomancers gets tanking traits gutted and F4 replaced with F5, thieves and warriors might actually see some play.

_

The power creep is everywhere guys. I only talked about 4th of the stuff I’d do on the main post.

Replace F4 with F5?
Now THAT is insane.

In the words of that crazy Ith guy, NO.

At best I’ll hand F2 over to you.

Distortion is something every mesmer build needs. And that’s a good way to change Chrono from a trade off, to worthless.

It’s a learn to play issue. Be better at CC you are given with shield and gravity well.

It isn’t a learn to play issue.
IT IS THE ONLY WAY WE CAN SURVIVE BURST DAMAGE
Literally.
It is our only get out of jail free card. BLINK ISN’T A GET OUT OF JAIL FREE CARD.
A THIEF CAN FOLLOW THROUGH ON A BLINK
A 3 second block isn’t one either, we’d still have to pop a different stun break.
Dude, that is a nerf into the ground.
And I WILL quit were it to happen.

Then play Mesmer?

There is no reason for ArenaNet to have design Chronomancer to be Mesmer 2.0, I’d personally change all the F1-F3 shatters to do something different. But then it’d no longer be a fix.

Chrono would bring nothing to the table except well of gravity + some alacrity + the superspeed illusions.

Highlighted.

And you’re right. Chronomancer was the first revealed elite spec AND the worst designed.

The biggest problem with chronomancer is its terribly designed mechanics, but that is for a different thread. This is for fixes. You won’t have to worry about losing F4 if all the classes lose their ability to deal tons of damage and still be super tanky.

They don’t even have to be super tanky.
They literally have to be a zerker ranger.
“Oh I knocked you down, immobilized you, and then pressed 2.”
What do I do? Give up blink? Hell no.
Give up portal? Hell no.
Give up decoy for a condi clear? Well I guess I have to.
Or a panic strike thief.
“Oh I halved your health, immobilized you, and now I’m safely stabbing you”
Situations where I could normally survive.
And to fix what?
To remove 1-4 seconds of distortion from chronomancers? Generally just 1 second, as almost nobody does distortion on 3 clones.
Yeah, that was the real problem with the class.
How about just delete WoP and nerf Chaotic Dampening.
Everything else is a trade-off between another pick. With the possible exception of restorative illusions, which is an obvious pick if you’re going into inspiration. Mostly because focus sucks. Not because it’s an amazing trait.

In my opinion, if you want to go glass cannon mage assassin. Stay Mesmer.

If you want to be a utility mage, go chronomancer. You already said it yourself that chronomancer shatterspikers don’t even use shield and uses the traitline purely for better spikes. Which is a design problem.

If I were to hotfix nerf...

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Posted by: TexZero.7910

TexZero.7910

So here are my thoughts on hotfixing the meta.

You use that word hotfix…..

I don’t think you know what that means.

None of these skills/traits are bugged, thus not in need of a hotfix.
What you are suggesting is a balance pass, and a rather horrible one at that. For as much flak as you give anet, i’m sure glad you are not a part of the live balance team.

If I were to hotfix nerf...

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Posted by: Soryuju.8164

Soryuju.8164

I don’t play ele, so don’t take this opinion as weighty,

But I think starting off with a complete half effectiveness slash to healing on aura and then the outright removal of regen for torrents is a bit much for the first pass.

Yeah, they’re tanky as hell, but should probably start trimming on the upper end instead of reaching into their entrails and pulling out all the heals.

Don’t think Auramancers will be the only class that needs gutting. People freaking out like it’s the only big problem.

You wanna know what I’d do to Reapers? Increase all the Reaper shroud skills recharges to match Death Shroud, remove the Stability from Infusing Terror skill and replace it with Resistance, changed Deathly Chill trait to only damage nearby chilled foes (although the chill doesn’t have to be yours), the elite shout “Chilled to the bone” would have it’s range decreased by 300.

Worried about Elementalists not being tanky anymore? Boom. Now Reapers also gutted. Dragonhunters, Revenants, power gut. Druids get a nasty CC gutting, chronomancers gets tanking traits gutted and F4 replaced with F5, thieves and warriors might actually see some play.

_

The power creep is everywhere guys. I only talked about 4th of the stuff I’d do on the main post.

I can’t really speak to the Mesmer issues, but for Reaper, I feel like swapping Stability to Resistance on Infusing Terror would actually go directly against the Reaper’s design and be a terrible overall nerf to the spec. Maybe rebalance the duration/cooldown ratio if it becomes a problem in the post-nerf meta. Mind you, I’m a Guardian main who’s none too fond of the Reaper’s condition pressure, but the point of Reaper was to give Necros a melee option. Three of the five Reaper’s Shroud skills have extended channels/animations, and there’s no way a Reaper’s going to fight effectively in melee range when they’ve got no Stability, Vigor, blocks, evades, or the other defenses that core Necros have never enjoyed. At best, you could try to chain-CC targets with CttB/Terrify/Executioner’s Scythe and hope they don’t stun break in time to ruin your combo. Stability is a key part of that kit, and while less of it might be acceptable after global nerfs start coming down, removing it entirely could make Reaper unplayable.

As someone who’s dabbled in Scrapper, however, those nerf suggestions seem reasonable. It’s silly that any Marauder build can sustain better than a bunker Guardian can in this meta, but that’s where we’re at right now.

I understand how’d you think it’d hurt Reapers defense and yes, it really does. Reapers will have to take defensive traits in order to keep up.

As sucky as that sounds, that should be the case with ALL classes.

Wanna know what I’d do to Revenants? Revenants gain 2 seconds of super speed at the end of a dodge instead of stability, remove the super speed from Shiro’s Impossible Odds. And nerf X but I don’t want to hunt down the wiki page and go through all the problems.

Now if Revenants don’t want to be CC’ed to death, they got to bring Great Dwarf Stance or bring more defense. That’s how it SHOULD be.

Even if Reapers started speccing into Death/Blood Magic and bringing more defensive utilties, though, that doesn’t address the problems I was pointing out. 3 of the 5 Reaper’s Shroud abilities are slow casts that leave you mostly or entirely open to crowd control, and the animations on these skills are so obvious that you’ll struggle to land them even against casual players. I understand that you’re advocating a reduction to the amount of CC in the game as well (something I wholeheartedly agree with), but it’s backwards design not to pair all of those slow, painfully obvious casts with any reliable way of ensuring that they can land. Like I said, the best you could do would be to chain-CC a target with your Reaper and pray that they happen to be out of stun breaks (and don’t have any friends around who can CC you for them).

It’s less of an issue to adjust the amount of Stability stacks/uptime a Reaper can have, or their actual sustain so that they’re more dependent on their defensive trait lines to survive. Getting rid of Stability completely just sabotages the specialization’s design, however.

If I were to hotfix nerf...

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Posted by: Nova Stiker.8396

Nova Stiker.8396

I don’t play ele, so don’t take this opinion as weighty,

But I think starting off with a complete half effectiveness slash to healing on aura and then the outright removal of regen for torrents is a bit much for the first pass.

Yeah, they’re tanky as hell, but should probably start trimming on the upper end instead of reaching into their entrails and pulling out all the heals.

Don’t think Auramancers will be the only class that needs gutting. People freaking out like it’s the only big problem.

You wanna know what I’d do to Reapers? Increase all the Reaper shroud skills recharges to match Death Shroud, remove the Stability from Infusing Terror skill and replace it with Resistance, changed Deathly Chill trait to only damage nearby chilled foes (although the chill doesn’t have to be yours), the elite shout “Chilled to the bone” would have it’s range decreased by 300.

Worried about Elementalists not being tanky anymore? Boom. Now Reapers also gutted. Dragonhunters, Revenants, power gut. Druids get a nasty CC gutting, chronomancers gets tanking traits gutted and F4 replaced with F5, thieves and warriors might actually see some play.

_

The power creep is everywhere guys. I only talked about 4th of the stuff I’d do on the main post.

I can’t really speak to the Mesmer issues, but for Reaper, I feel like swapping Stability to Resistance on Infusing Terror would actually go directly against the Reaper’s design and be a terrible overall nerf to the spec. Maybe rebalance the duration/cooldown ratio if it becomes a problem in the post-nerf meta. Mind you, I’m a Guardian main who’s none too fond of the Reaper’s condition pressure, but the point of Reaper was to give Necros a melee option. Three of the five Reaper’s Shroud skills have extended channels/animations, and there’s no way a Reaper’s going to fight effectively in melee range when they’ve got no Stability, Vigor, blocks, evades, or the other defenses that core Necros have never enjoyed. At best, you could try to chain-CC targets with CttB/Terrify/Executioner’s Scythe and hope they don’t stun break in time to ruin your combo. Stability is a key part of that kit, and while less of it might be acceptable after global nerfs start coming down, removing it entirely could make Reaper unplayable.

As someone who’s dabbled in Scrapper, however, those nerf suggestions seem reasonable. It’s silly that any Marauder build can sustain better than a bunker Guardian can in this meta, but that’s where we’re at right now.

I understand how’d you think it’d hurt Reapers defense and yes, it really does. Reapers will have to take defensive traits in order to keep up.

As sucky as that sounds, that should be the case with ALL classes.

Wanna know what I’d do to Revenants? Revenants gain 2 seconds of super speed at the end of a dodge instead of stability, remove the super speed from Shiro’s Impossible Odds. And nerf X but I don’t want to hunt down the wiki page and go through all the problems.

Now if Revenants don’t want to be CC’ed to death, they got to bring Great Dwarf Stance or bring more defense. That’s how it SHOULD be.

Even if Reapers started speccing into Death/Blood Magic and bringing more defensive utilties, though, that doesn’t address the problems I was pointing out. 3 of the 5 Reaper’s Shroud abilities are slow casts that leave you mostly or entirely open to crowd control, and the animations on these skills are so obvious that you’ll struggle to land them even against casual players. I understand that you’re advocating a reduction to the amount of CC in the game as well (something I wholeheartedly agree with), but it’s backwards design not to pair all of those slow, painfully obvious casts with any reliable way of ensuring that they can land. Like I said, the best you could do would be to chain-CC a target with your Reaper and pray that they happen to be out of stun breaks (and don’t have any friends around who can CC you for them).

It’s less of an issue to adjust the amount of Stability stacks/uptime a Reaper can have, or their actual sustain so that they’re more dependent on their defensive trait lines to survive. Getting rid of Stability completely just sabotages the specialization’s design, however.

Not if you bring the trait Foot in the Grave and get stability that way. But that means you can’t bring Dhuumfire or Death Perception for the extra raw damage.

If I were to hotfix nerf...

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Posted by: zinkz.7045

zinkz.7045

Don’t give up your day job, hammer scrapper is already pretty unremarkable when it comes to situations that don’t involve fighting on / around a point, so you want to make them even more sub-par in PvE, WvW, Stronghold, by making them even worse at closing the gap to the opponent by removing the stun on and increasing the cooldown on their main way to on CCing an opponent to get hammer damage on them, then topping that off by increasing the cooldown on what already is the probably the slowest gap closer in the game, absolutely clueless…

(edited by zinkz.7045)

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Posted by: Nova Stiker.8396

Nova Stiker.8396

Don’t give up your day job, hammer scrapper is already pretty unremarkable when it comes to situations that don’t involve fighting on a point, so you want to make them even more sub-par in PvE, WvW, Stronghold, by making them even worse at closing the gap to the opponent by removing the stun on and increasing the cooldown on their main way to on CCing an opponent to get hammer damage on them, then topping that off by increasing the cooldown on what already is the probably the slowest gap closer in the game, absolutely clueless…

Er, Super Speed application and Cloaking Gyro, I haven’t touched those. If you need to close a lot of distance quickly, you still can. Oh and perma swiftness or natural swiftness from traits, you still have those. Seriously, only bad engineers have trouble closing distance.

And you are right about Scrappers being worthless in PvE and WvW, condi-engineers are simply stronger in those regards. But that requires a different thread.

(edited by Nova Stiker.8396)

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Posted by: Soryuju.8164

Soryuju.8164

Not if you bring the trait Foot in the Grave and get stability that way. But that means you can’t bring Dhuumfire or Death Perception for the extra raw damage.

1) You shouldn’t need to take a specific trait just to compensate for inherently broken design. This destroys build diversity while skirting around the actual problems.

2) One 3-second stack of Stability isn’t going to help much anyways. That’ll get you through one skill if it’s not stripped and basically force you to always open Shroud with either #4 or #5. If you want to stay in Shroud for more than a few seconds doing anything besides autoattacking, good luck.

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Posted by: zinkz.7045

zinkz.7045

Er, Super Speed application and Cloaking Gyro, I haven’t touched those. If you need to close a lot of distance quickly, you still can.

And you are right about Scrappers being worthless in PvE and WvW, condi-engineers are simply stronger in those regards. But that requires a different thread.

LOL, superspeed is limited, many builds don’t have it at all, and virtually no one takes the GM trait because most gyros are crappy in most content and the other 2 traits are much better, and cloaking gyro doesn’t magically close the gap with anyone any quicker than anything else unless they are a complete idiot that stands there scratching their head when the engi goes invis and the little gyro appears, a career in games design is not beckoning you.

Oh and perma swiftness or natural swiftness from traits, you still have those. Seriously, only bad engineers have trouble closing distance.

Hammer is crappy at closing the gap / putting out pressure to opponents who don’t come to you, nearly every class (necros excepted or the odd strange build) can avoid most of the hammer pressure when you are not fighting over a point, if you are getting caught by hammer engies in “open field” as it were and have trouble kiting or disengaging, then that is a L2P issue (necros excepted or the odd strange build) .

(edited by zinkz.7045)

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Posted by: Burtnik.5218

Burtnik.5218

Hire OP as a dev to balance this kittened game. Good ideas here that should be brought into game. Not sure if i agree with quickness on tempest tho.

Salt, salt, moar salt. So salty like fries from McDonald!
Playing Smite since mid s2, f broken gw2.

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Posted by: Nova Stiker.8396

Nova Stiker.8396

Not if you bring the trait Foot in the Grave and get stability that way. But that means you can’t bring Dhuumfire or Death Perception for the extra raw damage.

1) You shouldn’t need to take a specific trait just to compensate for inherently broken design. This destroys build diversity while skirting around the actual problems.

2) One 3-second stack of Stability isn’t going to help much anyways. That’ll get you through one skill if it’s not stripped and basically force you to always open Shroud with either #4 or #5. If you want to stay in Shroud for more than a few seconds doing anything besides autoattacking, good luck.

You’re overlooking the arching power creep issue.

While stability is vital for Necromancer, that’s only because there is so much CC everywhere on extremely low cooldowns. We now have AoE CC that is massive in size so in order to make up for it there is also stability everywhere.

Dragonhunter, druids, scrappers, reapers, revenants, chronomancers, all have an insane amount of CC on low cooldowns on their traits and skills.

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Posted by: Nova Stiker.8396

Nova Stiker.8396

Hire OP as a dev to balance this kittened game. Good ideas here that should be brought into game. Not sure if i agree with quickness on tempest tho.

I actually don’t agree with my own ideas this thread. The combat needs much more than a fix, it needs a complete rework to prevent future problems.

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Posted by: Burtnik.5218

Burtnik.5218

Hire OP as a dev to balance this kittened game. Good ideas here that should be brought into game. Not sure if i agree with quickness on tempest tho.

I actually don’t agree with my own ideas this thread. The combat needs much more than a fix, it needs a complete rework to prevent future problems.

Overhaul wont happen tho. Not with Anet at least.

Salt, salt, moar salt. So salty like fries from McDonald!
Playing Smite since mid s2, f broken gw2.

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Posted by: Soryuju.8164

Soryuju.8164

Not if you bring the trait Foot in the Grave and get stability that way. But that means you can’t bring Dhuumfire or Death Perception for the extra raw damage.

1) You shouldn’t need to take a specific trait just to compensate for inherently broken design. This destroys build diversity while skirting around the actual problems.

2) One 3-second stack of Stability isn’t going to help much anyways. That’ll get you through one skill if it’s not stripped and basically force you to always open Shroud with either #4 or #5. If you want to stay in Shroud for more than a few seconds doing anything besides autoattacking, good luck.

You’re overlooking the arching power creep issue.

While stability is vital for Necromancer, that’s only because there is so much CC everywhere on extremely low cooldowns. We now have AoE CC that is massive in size so in order to make up for it there is also stability everywhere.

Dragonhunter, druids, scrappers, reapers, revenants, chronomancers, all have an insane amount of CC on low cooldowns on their traits and skills.

I really don’t think I am overlooking the power creep, though. I’ve already agreed with you in a previous post that there’s too much CC in the game, and I also acknowledge that with the amount of power creep we’ve seen, nerfs need to come down across the board. But that’s not going to be a magical fix for Reaper’s Shroud if you just leave it filled with slow-casting, highly-telegraphed, melee range abilities with no way to protect those channels. When has a setup like that ever succeeded in this game? For context, if you tripled the channel times for each skill on a Warrior’s Hammer (which hasn’t changed much in recent patches), you’d get a similar set of channel times to what Reaper’s Shroud has (if you switched the skill order around). I don’t know about you, but I wouldn’t have run that even prior to the specialization patch, let alone HoT. At least regular Death Shroud gives you range and shorter channels overall.

You also didn’t address my first point. Any response to that criticism?

Just to reiterate/clarify, I’m not against nerfing Reapers, or even against revamping professions to force them to actually sacrifice things when they spec for offense or defense. I just don’t think that this particular suggestion of yours is a good implementation of that theory.

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Posted by: Nova Stiker.8396

Nova Stiker.8396

Not if you bring the trait Foot in the Grave and get stability that way. But that means you can’t bring Dhuumfire or Death Perception for the extra raw damage.

1) You shouldn’t need to take a specific trait just to compensate for inherently broken design. This destroys build diversity while skirting around the actual problems.

2) One 3-second stack of Stability isn’t going to help much anyways. That’ll get you through one skill if it’s not stripped and basically force you to always open Shroud with either #4 or #5. If you want to stay in Shroud for more than a few seconds doing anything besides autoattacking, good luck.

You’re overlooking the arching power creep issue.

While stability is vital for Necromancer, that’s only because there is so much CC everywhere on extremely low cooldowns. We now have AoE CC that is massive in size so in order to make up for it there is also stability everywhere.

Dragonhunter, druids, scrappers, reapers, revenants, chronomancers, all have an insane amount of CC on low cooldowns on their traits and skills.

I really don’t think I am overlooking the power creep, though. I’ve already agreed with you in a previous post that there’s too much CC in the game, and I also acknowledge that with the amount of power creep we’ve seen, nerfs need to come down across the board. But that’s not going to be a magical fix for Reaper’s Shroud if you just leave it filled with slow-casting, highly-telegraphed, melee range abilities with no way to protect those channels. When has a setup like that ever succeeded in this game? For context, if you tripled the channel times for each skill on a Warrior’s Hammer (which hasn’t changed much in recent patches), you’d get a similar set of channel times to what Reaper’s Shroud has (if you switched the skill order around). I don’t know about you, but I wouldn’t have run that even prior to the specialization patch, let alone HoT. At least regular Death Shroud gives you range and shorter channels overall.

You also didn’t address my first point. Any response to that criticism?

Just to reiterate/clarify, I’m not against nerfing Reapers, or even against revamping professions to force them to actually sacrifice things when they spec for offense or defense. I just don’t think that this particular suggestion of yours is a good implementation of that theory.

I do agree with your point about Reapers keeping stability, however, it’s very unclear if keeping it would make Reapers too strong or if removing it is too weak. I’m basing this nerf solely on the fact Necromancers always did fine without strong stability before HoT, before there was ton of CC spam and beast-mode mobility.

Resistance won’t be as weak as you’d think, as it still provides immunity to fear, taunts and snares. That being said though, it’s nearly impossible to tell without proper testing, to many factors to consider for this one boon across CC of multiple classes.

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Posted by: Salamander.2504

Salamander.2504

Not if you bring the trait Foot in the Grave and get stability that way. But that means you can’t bring Dhuumfire or Death Perception for the extra raw damage.

1) You shouldn’t need to take a specific trait just to compensate for inherently broken design. This destroys build diversity while skirting around the actual problems.

2) One 3-second stack of Stability isn’t going to help much anyways. That’ll get you through one skill if it’s not stripped and basically force you to always open Shroud with either #4 or #5. If you want to stay in Shroud for more than a few seconds doing anything besides autoattacking, good luck.

You’re overlooking the arching power creep issue.

While stability is vital for Necromancer, that’s only because there is so much CC everywhere on extremely low cooldowns. We now have AoE CC that is massive in size so in order to make up for it there is also stability everywhere.

Dragonhunter, druids, scrappers, reapers, revenants, chronomancers, all have an insane amount of CC on low cooldowns on their traits and skills.

I really don’t think I am overlooking the power creep, though. I’ve already agreed with you in a previous post that there’s too much CC in the game, and I also acknowledge that with the amount of power creep we’ve seen, nerfs need to come down across the board. But that’s not going to be a magical fix for Reaper’s Shroud if you just leave it filled with slow-casting, highly-telegraphed, melee range abilities with no way to protect those channels. When has a setup like that ever succeeded in this game? For context, if you tripled the channel times for each skill on a Warrior’s Hammer (which hasn’t changed much in recent patches), you’d get a similar set of channel times to what Reaper’s Shroud has (if you switched the skill order around). I don’t know about you, but I wouldn’t have run that even prior to the specialization patch, let alone HoT. At least regular Death Shroud gives you range and shorter channels overall.

You also didn’t address my first point. Any response to that criticism?

Just to reiterate/clarify, I’m not against nerfing Reapers, or even against revamping professions to force them to actually sacrifice things when they spec for offense or defense. I just don’t think that this particular suggestion of yours is a good implementation of that theory.

I do agree with your point about Reapers keeping stability, however, it’s very unclear if keeping it would make Reapers too strong or if removing it is too weak. I’m basing this nerf solely on the fact Necromancers always did fine without strong stability before HoT, before there was ton of CC spam and beast-mode mobility.

Resistance won’t be as weak as you’d think, as it still provides immunity to fear, taunts and snares. That being said though, it’s nearly impossible to tell without proper testing, to many factors to consider for this one boon across CC of multiple classes.

Necro’s didn’t really do “fine” before HoT…mostly just cannon-fodder in the first mid-fight due to being tossed around like a rag-doll; there’s a reason most/all necro’s went really tanky post June-23rd patch. It was kind of boring tbh, and I’m glad to finally being back to using glassier amulets.

Resistance isn’t a good idea for RS 3 because as the above poster pointed out, it really goes against the design of necros. Out of shroud, a necro can handle condition pressure through transfers, but should be generally weak to conditions in shroud. This is incredibly important because necros get a 50% power damage reduction in shroud. Reapers keep this status quo, and it’s probably a good thing to prevent them from being untouchable in shroud.

As for increasing the cooldowns of RS skills, +1 absolutely. RS 4 and RS 5 both need a 4 to 5 second* CD increase because the CC spam is out of control.

Your Deathly Chill trait change isn’t terrible, but in my opinion, the root of the problem is that chill damage is too high. Requiring a 600 radius isn’t that impactful because when you’re chilled its often not trivial to get out of range. Deathly Chill is just an improved Terror, and I think the simplest solution is to reduce the damage coefficient from 0.3->0.25.

Source: Necro main

Thanks for posting your suggestions, they are great food for thought even if people don’t agree with them.

*Edit: censor trying to prevent me saying 4 to 5 seconds

(edited by Salamander.2504)

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Posted by: Nova Stiker.8396

Nova Stiker.8396

Not if you bring the trait Foot in the Grave and get stability that way. But that means you can’t bring Dhuumfire or Death Perception for the extra raw damage.

1) You shouldn’t need to take a specific trait just to compensate for inherently broken design. This destroys build diversity while skirting around the actual problems.

2) One 3-second stack of Stability isn’t going to help much anyways. That’ll get you through one skill if it’s not stripped and basically force you to always open Shroud with either #4 or #5. If you want to stay in Shroud for more than a few seconds doing anything besides autoattacking, good luck.

You’re overlooking the arching power creep issue.

While stability is vital for Necromancer, that’s only because there is so much CC everywhere on extremely low cooldowns. We now have AoE CC that is massive in size so in order to make up for it there is also stability everywhere.

Dragonhunter, druids, scrappers, reapers, revenants, chronomancers, all have an insane amount of CC on low cooldowns on their traits and skills.

I really don’t think I am overlooking the power creep, though. I’ve already agreed with you in a previous post that there’s too much CC in the game, and I also acknowledge that with the amount of power creep we’ve seen, nerfs need to come down across the board. But that’s not going to be a magical fix for Reaper’s Shroud if you just leave it filled with slow-casting, highly-telegraphed, melee range abilities with no way to protect those channels. When has a setup like that ever succeeded in this game? For context, if you tripled the channel times for each skill on a Warrior’s Hammer (which hasn’t changed much in recent patches), you’d get a similar set of channel times to what Reaper’s Shroud has (if you switched the skill order around). I don’t know about you, but I wouldn’t have run that even prior to the specialization patch, let alone HoT. At least regular Death Shroud gives you range and shorter channels overall.

You also didn’t address my first point. Any response to that criticism?

Just to reiterate/clarify, I’m not against nerfing Reapers, or even against revamping professions to force them to actually sacrifice things when they spec for offense or defense. I just don’t think that this particular suggestion of yours is a good implementation of that theory.

I do agree with your point about Reapers keeping stability, however, it’s very unclear if keeping it would make Reapers too strong or if removing it is too weak. I’m basing this nerf solely on the fact Necromancers always did fine without strong stability before HoT, before there was ton of CC spam and beast-mode mobility.

Resistance won’t be as weak as you’d think, as it still provides immunity to fear, taunts and snares. That being said though, it’s nearly impossible to tell without proper testing, to many factors to consider for this one boon across CC of multiple classes.

Necro’s didn’t really do “fine” before HoT…mostly just cannon-fodder in the first mid-fight due to being tossed around like a rag-doll; there’s a reason most/all necro’s went really tanky post June-23rd patch. It was kind of boring tbh, and I’m glad to finally being back to using glassier amulets.

Resistance isn’t a good idea for RS 3 because as the above poster pointed out, it really goes against the design of necros. Out of shroud, a necro can handle condition pressure through transfers, but should be generally weak to conditions in shroud. This is incredibly important because necros get a 50% power damage reduction in shroud. Reapers keep this status quo, and it’s probably a good thing to prevent them from being untouchable in shroud.

As for increasing the cooldowns of RS skills, +1 absolutely. RS 4 and RS 5 both need a 4 to 5 second* CD increase because the CC spam is out of control.

Your Deathly Chill trait change isn’t terrible, but in my opinion, the root of the problem is that chill damage is too high. Requiring a 600 radius isn’t that impactful because when you’re chilled its often not trivial to get out of range. Deathly Chill is just an improved Terror, and I think the simplest solution is to reduce the damage coefficient from 0.3->0.25.

Source: Necro main

Thanks for posting your suggestions, they are great food for thought even if people don’t agree with them.

*Edit: censor trying to prevent me saying 4 to 5 seconds

I can see how chill damage is to high, but the way I see is it’s too easy to apply and damage. Instead of nerfing chill damage to confiscate for the constant application I believe it would be better to necros to damage foes around them that are chilled.
By that I don’t mean 600 range, I’m talking like 130. In order for chill to do the damage, you got to be right next to the target.
Nerfing the damage is a good option, but I personally don’t think it’d be the ideal option.

As for resistance, I was thinking more about immunity Chill, Cripple and Immobilize vs. CC. As I know damaging conditions to a necro in shroud is like an diamond skin ele is to a trap ranger. That being said, I think having strong stability is too much for necro. Removal of conditions outside of shroud, immunity to CC while in shroud forms too good of a well rounded combo.

Like Diamond Skin, the trait wasn’t even good until Elementalists could keep a perma-upkeep of healing, regeneration’s and plus condition removal with all shouts. What happened was it worked way to well.

_

In the end, if Reapers lose their stability in Reaper Shroud that also means a lot of CC needs nerfing. The influx of stability is the consequence of the mass amount of CC introduced.

(edited by Nova Stiker.8396)

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Posted by: Wolfey.3407

Wolfey.3407

On behalf of rangers and druids, I sacrifice a lamb in your honor for sparing us o lord from your nerf hammer….. let thy will be done…

Former PvP Forum Specialist
2015-2016
Fort Aspenwood

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Posted by: Nova Stiker.8396

Nova Stiker.8396

On behalf of rangers and druids, I sacrifice a lamb in your honor for sparing us o lord from your nerf hammer….. let thy will be done…

OH HELL NO!

Kiss your strong CC goodbye! You get weaker CC like everyone else! >:(
There is no reason why bringing out your big wooden staff makes everyone around you dazed. The amount of seeds throw out isn’t blinding anymore, don’t even know how you can shoot someone a seed and blinds them… Not to mention if you hit someone, then knock them up you can plant another seed? No way.

Don’t you dare say, “Please sir, I want some more.” Because it ain’t happening!

(edited by Nova Stiker.8396)

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Posted by: Wolfey.3407

Wolfey.3407

On behalf of rangers and druids, I sacrifice a lamb in your honor for sparing us o lord from your nerf hammer….. let thy will be done…

OH HELL NO!

Kiss your strong CC goodbye! You get weaker CC like everyone else! >:(
There is no reason why bringing out your big wooden staff makes everyone around you dazed. The amount of seeds throw out isn’t blinding anymore, don’t even know how you can shoot someone a seed and blinds them…

Don’t you dare say, “Please sir, I want some more.” Because it ain’t happening!

Why do you hate me so much nova </3
…..
for that i sacrifice a lamb full of salt and stds for vengeance on thy hateful soul.

REPENT

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Posted by: Serious Thought.5394

Serious Thought.5394

I’d kill Guard’s pulls. I call bs that “oh you evade? ah no no no, pull”. Thats just stupid. A wall I get, a tether I do not.

On a thread related note seeing as I just read it: I’d like these nerfs. I want everything nerfed. Staff damage/bound damage on Thief, daze spam on DH traps (also I got 3 10k trueshots on my last ranked match. ye…thats uh fair), stability on dodge is bad no more Revs, might for having stability on Scrap is gone (also all that middle finger in your kit is gone screw “haha, its my skill” while you block/evade/reflect), heal on aura for all is gone thats just stupid, distortion goes to evade over blur Mesmers, up cooldowns on reaper shroud but knock down the cast time on gs2 to make it see play, warrior is fine (oh but no its not oh god blah blah, no its fine. meta? no. usable in a lot more situations than noted? yes). There all 9. Oh and by gone I mean nerfed in some horrid manner. I’d go on. But nerfs to this game are needed. Playing the 99% invuln while dishing damage on every click/passive trait makes this game stale. I used to have tells I could respond to, now its “I hope to god Mirror of Anguish and Distortion are on cooldown or I’m about to be brutally murdered”. That’s counterplay, riiight. Diamond Skin shutting down condi specs because “bring a team” is somehow a valid argument. Pulsing Resist is far better. I’d go on, but dang so many things need nerfing. Its incredible.

Worst Thief in the world, yes I am.

(edited by Serious Thought.5394)

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Posted by: Supreme.3164

Supreme.3164

Quickness on Aura?… For Elementalist? Please go away. Do you not know how useless quickness is on elementalist? Or imbalanced weapon-wise? There is no change with quickness if you cast eruption; it is still takes the same delay to explode. And quickness on overload actually result in a damage loss (ticks are not faster).

Elemental Bastion nerf. I suppose that you are also proposing buffs to the awful other grandmaster traits on Tempest? That’s a very nice way to cut marauder tempest. All this in your quest to nerf the effect on celestial by 10%, you nerf to oblivion builds that are way more interesting.

Invigorating Torrents. Vigor and Regen removed. That’s a nice way to just cut the potential condition clear. It is also a nice way to make Latent Stamina worthless (I don’t expect you to know that the ICD is only on the swapping portion).

Absolutely pathetic changes. You butcher an extremely wide variety of builds in collateral damages, break the current most used tempest builds, and leave tempest to be a flat steaming pile of nothing.

You don’t seem to know what hotfixing is… I said nothing about buffing for good reason. The things that are too strong are more of a problem than things that are too weak. I don’t have all day of typing for it to get ignored.

Marauder Tempest is not a thing in PvP and never will be as long as overcharging takes longer than a Meteor Shower. Latent Stamina is weak, I tried it, there is no reason to ever use it. Buff it? Sure, but not as important.

Also, quickness on an elementalist is not useless, proper timing with skills can make a massive difference as all auras have 0 casting time. Oh, and it’s 1 second of quickness when you apply an aura, WHICH MEANS YOUR ALLIES ALSO GET IT.
I think that is a very, very fair trade from perma regeneration and vigor.

I don’t think you truly understand what @Alekt said so let me rephrase it : without invigorating torrent, the tempest specialization loses any kind of condi clear, now you can take away all the vigor and regen that you and the angry mob want, eles were asking for condi clear on tempest..no freaking quickness, nobody except you ask for quickness on ele as it’s less than useless.

“Auras remove 1 condi” : this is a more sensible change than your mindless butchering…the rest I don’t care, it’s not what gives me the victories plus it seems you suggest to nerf other classes also so….

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Posted by: Nova Stiker.8396

Nova Stiker.8396

Quickness on Aura?… For Elementalist? Please go away. Do you not know how useless quickness is on elementalist? Or imbalanced weapon-wise? There is no change with quickness if you cast eruption; it is still takes the same delay to explode. And quickness on overload actually result in a damage loss (ticks are not faster).

Elemental Bastion nerf. I suppose that you are also proposing buffs to the awful other grandmaster traits on Tempest? That’s a very nice way to cut marauder tempest. All this in your quest to nerf the effect on celestial by 10%, you nerf to oblivion builds that are way more interesting.

Invigorating Torrents. Vigor and Regen removed. That’s a nice way to just cut the potential condition clear. It is also a nice way to make Latent Stamina worthless (I don’t expect you to know that the ICD is only on the swapping portion).

Absolutely pathetic changes. You butcher an extremely wide variety of builds in collateral damages, break the current most used tempest builds, and leave tempest to be a flat steaming pile of nothing.

You don’t seem to know what hotfixing is… I said nothing about buffing for good reason. The things that are too strong are more of a problem than things that are too weak. I don’t have all day of typing for it to get ignored.

Marauder Tempest is not a thing in PvP and never will be as long as overcharging takes longer than a Meteor Shower. Latent Stamina is weak, I tried it, there is no reason to ever use it. Buff it? Sure, but not as important.

Also, quickness on an elementalist is not useless, proper timing with skills can make a massive difference as all auras have 0 casting time. Oh, and it’s 1 second of quickness when you apply an aura, WHICH MEANS YOUR ALLIES ALSO GET IT.
I think that is a very, very fair trade from perma regeneration and vigor.

I don’t think you truly understand what @Alekt said so let me rephrase it : without invigorating torrent, the tempest specialization loses any kind of condi clear, now you can take away all the vigor and regen that you and the angry mob want, eles were asking for condi clear on tempest..no freaking quickness, nobody except you ask for quickness on ele as it’s less than useless.

“Auras remove 1 condi” : this is a more sensible change than your mindless butchering…the rest I don’t care, it’s not what gives me the victories plus it seems you suggest to nerf other classes also so….

The only reason why condi is a serious problem is because there is way to much condi. Revenants and Reapers have way to much condi plus good damage for their own good. Not make matters worse, the problematic classes can invest everything into DPS without having to sacrifice many traits for defense.

But your right, if invigorating torrent alone gets nerfed it will take Tempests completely out of the meta.

(edited by Nova Stiker.8396)

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Posted by: Supreme.3164

Supreme.3164

Glad that you understand the “behind stage” balance

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Posted by: Firebird.8324

Firebird.8324

Quickness on Aura?… For Elementalist? Please go away. Do you not know how useless quickness is on elementalist? Or imbalanced weapon-wise? There is no change with quickness if you cast eruption; it is still takes the same delay to explode. And quickness on overload actually result in a damage loss (ticks are not faster).

Elemental Bastion nerf. I suppose that you are also proposing buffs to the awful other grandmaster traits on Tempest? That’s a very nice way to cut marauder tempest. All this in your quest to nerf the effect on celestial by 10%, you nerf to oblivion builds that are way more interesting.

Invigorating Torrents. Vigor and Regen removed. That’s a nice way to just cut the potential condition clear. It is also a nice way to make Latent Stamina worthless (I don’t expect you to know that the ICD is only on the swapping portion).

Absolutely pathetic changes. You butcher an extremely wide variety of builds in collateral damages, break the current most used tempest builds, and leave tempest to be a flat steaming pile of nothing.

YOU ARE WRONG, quickness goes GREAT with overloading attunements, casting meteror shower, etc.

Over Powered Necro [dk] (Bird of Fire)
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Posted by: Nova Stiker.8396

Nova Stiker.8396

Quickness on Aura?… For Elementalist? Please go away. Do you not know how useless quickness is on elementalist? Or imbalanced weapon-wise? There is no change with quickness if you cast eruption; it is still takes the same delay to explode. And quickness on overload actually result in a damage loss (ticks are not faster).

Elemental Bastion nerf. I suppose that you are also proposing buffs to the awful other grandmaster traits on Tempest? That’s a very nice way to cut marauder tempest. All this in your quest to nerf the effect on celestial by 10%, you nerf to oblivion builds that are way more interesting.

Invigorating Torrents. Vigor and Regen removed. That’s a nice way to just cut the potential condition clear. It is also a nice way to make Latent Stamina worthless (I don’t expect you to know that the ICD is only on the swapping portion).

Absolutely pathetic changes. You butcher an extremely wide variety of builds in collateral damages, break the current most used tempest builds, and leave tempest to be a flat steaming pile of nothing.

YOU ARE WRONG, quickness goes GREAT with overloading attunements, casting meteor shower, etc.

Exactly. The only thing that wouldn’t benefit a lot from quickness is focus as it’s already a speedy weapon, on the flip side, it makes staff, offhand dagger, warhorn and scepter much stronger when you can pick which ability you want to speed up.

_

Also, Warriors don’t need any buffs, they might actually need nerfs. The issue with Warriors is they cannot survive in a CC heavy meta. Gutting all the CC might leave warriors to reign as power houses.

(edited by Nova Stiker.8396)