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Posted by: Zefrost.3425

Zefrost.3425

The nerf to might did ABSOLUTELY NOTHING except hurt builds that were already suboptimal trying to use might.

Eliminate doom sigil from the game entirely while you’re at it. And all of the other passive/on crit garbage that you introduced like torment sigil.

Thnx.

More things that are actually balanced like sigil of paralyzation or sigil of force, sigil of accuracy, condition duration extending sigils, etc. would be nice.

(edited by Zefrost.3425)

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Posted by: SobeSoul.6910

SobeSoul.6910

Basically nerf everything that you cannot fight?

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Posted by: Zefrost.3425

Zefrost.3425

Basically nerf everything that you cannot fight?

That garbage, including celestial, isn’t balanced. This is more about PvP but in WvW I can make my life blast inflict 6 conditions. Tell me that’s balanced and has counterplay.

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Posted by: Fluffball.8307

Fluffball.8307

The balanced amulet isn’t balanced?

I don’t mind it at all, you sacrifice some damage for some durability and that’s fine. It’s the turret engis that are completely out of control.

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Posted by: Nova Stiker.8396

Nova Stiker.8396

Basically nerf everything that you cannot fight?

That garbage, including celestial, isn’t balanced. This is more about PvP but in WvW I can make my life blast inflict 6 conditions. Tell me that’s balanced and has counterplay.

Oh, that’s nothing. From an auto attack. Single grenade throw on my engineer, 5 conditions. Combined with 40% condition duration, it’s just broken. Bleeding, Burning, Torment, Poison and Vulnerability.

In my opinion celestial isn’t the problem, it’s conditions. You don’t need to stack, just throw everything you can. Quantity over quality.

I wonder when ArenaNet will wake up and understand conditions are toxic for game design.

1. Plaguing PvP Balance
2. Completely worthless in PvE
3. Completely Broken in WvW

How can any game designer look at that and say to themselves. “Hm, conditions and boons aren’t a problem and despite being an issue since launch; lets expand upon it!”

Granted, it’s no easy fix but I think we will all be grateful if ArenaNet invested their man power into improving combat. I’d volunteer to do it for free, hell, it’d look amazing on my resùme.

Until then, forget every stat except celestial or zerker. Because the game is designed to not to counterplay it.

(edited by Nova Stiker.8396)

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Posted by: Deimos Tel Arin.7391

Deimos Tel Arin.7391

The nerf to might did ABSOLUTELY NOTHING except hurt builds that were already suboptimal trying to use might.

Eliminate doom sigil from the game entirely while you’re at it. And all of the other passive/on crit garbage that you introduced like torment sigil.

Thnx.

More things that are actually balanced like sigil of paralyzation or sigil of force, sigil of accuracy, condition duration extending sigils, etc. would be nice.

once again, celestial amulet is fine, balanced and working as intended.

doom sigil only applies poison for a short duration, which can be countered by removing the poison condition before you apply your own healing skills. again, balanced.

the other passives and on crits sigils are also working as intended.

please stop complaining about things that are balanced and working as intended.

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Posted by: SobeSoul.6910

SobeSoul.6910

If you guys actually want things to be balanced it should start with traits over gear and sigils.

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Posted by: Exedore.6320

Exedore.6320

Sigil of Doom does need toned down or changed/removed. But this is a problem with condition sigils/runes in general. Perplexity is the biggest offender, but thankfully that’s not in PvP. Krait rune is kinda stupid with condi rangers. Similarly, Incendiary Powder is a big part of why cele rifle engi is so strong.

Celestial Amulet is fine. The might change did affect them. The point wasn’t to nerf the celestial amulet builds into oblivion; it was to make it so they can’t quickly overwhelm opponents by face smashing their keyboard.

The reason celestial tends to dominate is because you can’t get anything else between glass cannon and too tanky to kill anything. I sound like a broken record, but the amulet system needs changed.

Kirrena Rosenkreutz

(edited by Exedore.6320)

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Posted by: Saiyan.1704

Saiyan.1704

The nerf to might did ABSOLUTELY NOTHING except hurt builds that were already suboptimal trying to use might.

Eliminate doom sigil from the game entirely while you’re at it. And all of the other passive/on crit garbage that you introduced like torment sigil.

Thnx.

More things that are actually balanced like sigil of paralyzation or sigil of force, sigil of accuracy, condition duration extending sigils, etc. would be nice.

Can you post a video of the game, along with your build? If you’re having trouble we can help tweak your build and playing strategies.

aka FalseLights
Rank: Top 250 since Season 2
#5 best gerdien in wurld

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Posted by: Zefrost.3425

Zefrost.3425

The nerf to might did ABSOLUTELY NOTHING except hurt builds that were already suboptimal trying to use might.

Eliminate doom sigil from the game entirely while you’re at it. And all of the other passive/on crit garbage that you introduced like torment sigil.

Thnx.

More things that are actually balanced like sigil of paralyzation or sigil of force, sigil of accuracy, condition duration extending sigils, etc. would be nice.

Can you post a video of the game, along with your build? If you’re having trouble we can help tweak your build and playing strategies.

This isn’t PvP, but WvW and PvP aren’t too far off as far as imbalance goes.

Here is a clip from quite a while ago of 2 builds that are actually balanced vs each other. Notice how there’s actually counterplay and you can actually tell wtf is going on?

Here is a clip from a while ago where I totally annihilate my opponent; not because I’m more skilled than him, but because of lack of counterplay. And that was just some crappy build that I was using that I don’t remember, I could/can make it more stupidly broken.

I’ve salvaged condition gear off of my necromancer multiple times (usually re-creating it when I /rage about imbalance so I decide to do the same kitten thing back) because I hate winning with cheap mechanics like that.

This thread isn’t really meant to be about necromancers specifically, but more about the lack of counterplay this game has.

To steer off this subject a little bit, thieves shouldn’t be able to spam backstab through an aegis, a blind and an evade until they finally land it on the 4th attempt either – it should reveal them the first time they fail.

So what’s better to watch? And what do viewers prefer to watch? A clip where I decimate an opponent in 2 seconds by pressing 2 or 3 buttons or spamming a bunch of overpowered nonsense like cele eles do, or fights that are actually possible to shoutcast? Warriors aren’t too bad in this respect – though celestial and other aspects of the game itself need to be nerfed.

(edited by Zefrost.3425)

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Posted by: BlackBeard.2873

BlackBeard.2873

That garbage, including celestial, isn’t balanced. This is more about PvP but in WvW I can make my life blast inflict 6 conditions. Tell me that’s balanced and has counterplay.

I tend to agree with this, but its not just conditions. Its all the passive procs that lack counter-play. On one-hand it puts a timer on fights so they don’t just last forever. On the other-hand, it makes damaging/controlling your enemy less about deliberately and intelligently using skills, and more about just letting your passives carry you. Conditons aren’t really intelligently applied. People don’t go: oh he just double-dodged or is gonna burst, let’s put weakness on. Instead, the responsibility lies on the attacker…“oh, that auto-proc just gave me weakness…I guess my zerker build now does no dps for the next 6 seconds”

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Posted by: Nova Stiker.8396

Nova Stiker.8396

The nerf to might did ABSOLUTELY NOTHING except hurt builds that were already suboptimal trying to use might.

Eliminate doom sigil from the game entirely while you’re at it. And all of the other passive/on crit garbage that you introduced like torment sigil.

Thnx.

More things that are actually balanced like sigil of paralyzation or sigil of force, sigil of accuracy, condition duration extending sigils, etc. would be nice.

Can you post a video of the game, along with your build? If you’re having trouble we can help tweak your build and playing strategies.

To steer off this subject a little bit, thieves shouldn’t be able to spam backstab through an aegis, a blind and an evade until they finally land it on the 4th attempt either – it should reveal them the first time they fail.

Pffft, think that is bad? The Elementalist dagger skill, Magnetic Grasp, randomly fails/misses if you are running at an angle. Two years and the skill is still bugged.

Lets not forget skills like Arcane Brilliance, if blinded you get nothing from the heal benefactor plus it’s a melee skill, on a class who only has 1 weapon dedicated to melee.
Now look at Litany of Wrath, well that engineer put up that Gear Shield and you lose so much healing, who needs it to be unblockable amirite? Lets keep rewarding defensive UNCOUNTERABLE play.

So many overlooked flaws, even fixing those little flaws won’t give Guild Wars 2 the evolution of combat ArenaNet so desperately desires.

Plus, 6 months for a hot fix… I get it you need man power but what are your priorities ArenaNet?
Is Guild Wars 2 counterplay just condition removal?

(edited by Nova Stiker.8396)

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Posted by: Exedore.6320

Exedore.6320

Now look at Litany of Wrath, well that engineer put up that Gear Shield and you lose so much healing, …

That’s exactly how Litany of Wrath should work!

It’s a risk/reward skill. If you use it well, you can heal a lot. If you use it poorly – like against an engi who has gear shield off cooldown – it sucks. You can argue the numbers need tweaked, but the design is solid.

Kirrena Rosenkreutz

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Posted by: Nova Stiker.8396

Nova Stiker.8396

Now look at Litany of Wrath, well that engineer put up that Gear Shield and you lose so much healing, …

That’s exactly how Litany of Wrath should work!

It’s a risk/reward skill. If you use it well, you can heal a lot. If you use it poorly – like against an engi who has gear shield off cooldown – it sucks. You can argue the numbers need tweaked, but the design is solid.

You’re right, except one problem, it’s a HEALING skill. Meaning the counterplay is very easy to punish. Being CC’d, blocked or blinded can completely ruin the healing capabilities.

Comparing it to Shelter, which is significantly more reliable and has little counter play. Sure it’s weaker but you’ll see every guardian with it. It’s more reliable.

Litany of Wrath is designed for offensive guardians, yet, because of powerful counterplay, makes the skill utterly useless. See the issue? The risk is just not worth the reward.


That is the same issue with celestial ruling the meta, why go anything else? All you need to complete a celestial build is tons of conditions. With so much counterplay out there, it’s always best to go the safest route. The sad part is, it works and works effectively.

I don’t hate the concept of celestial stats, but the combat mechanics are not effectively designed to effectively balance that.

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Posted by: Exedore.6320

Exedore.6320

You’re right, except one problem, it’s a HEALING skill. Meaning the counterplay is very easy to punish. Being CC’d, blocked or blinded can completely ruin the healing capabilities.

Working as designed. If I see a guardian use Litany of Wrath, I do everything to prevent them from landing attacks. Just like when I see a warrior use Defiant Stance, I stop attacking him.

Comparing it to Shelter, which is significantly more reliable and has little counter play. Sure it’s weaker but you’ll see every guardian with it. It’s more reliable.

But it still has an element of skillful play. If you don’t use it to stop a large attack, then Shelter’s return is relatively low.

Litany of Wrath sucks because its numbers are awful; they were balanced for PvE against a group of brain-dead NPCs. In order for Litany of Wrath to have comparable healing per second to Signet of Resolve, you would need to deal around 17,000 damage in 6 seconds. Even if a single opponent stood there and did nothing, that’s hard to achieve.

Kirrena Rosenkreutz

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Posted by: Sube Dai.8496

Sube Dai.8496

Celestial is not fine, its the best amulet for at least 4 classes. That’s boring.

John Snowman [GLTY]
Space Marine Z [GLTY]

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Posted by: BlackBeard.2873

BlackBeard.2873

Celestial is … the best amulet for at least 4 builds

Fixed that for you. Sure some of those builds are arguably the strongest for that class, it doesn’t mean that “You are an engie, take celes amulet.” Condi-engie is WAY better with rabid amulet. S/F ele is far superior with zerker.

The reason celes is so strong is that there is SO MUCH RANDOM DAMAGE nowadays that the sustain from celestial allows them to survive more dps-oriented builds while relying on procs to wreck them back.

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Posted by: DarkSyze.8627

DarkSyze.8627

" Solutions To A Problem Can Only Be Found, When You Want To Get Rid Of It "
Ankur

(edited by DarkSyze.8627)

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Posted by: Random Weird Guy.3528

Random Weird Guy.3528

Celestial is not fine, its the best amulet for at least 4 classes. That’s boring.

And berserker amulet is currently the most used amulet for the remaining 4 classes, NERF PLS.

Random Engineering // Trixxti // Random Noises (worst thief eu)
Svanir Appreciation Society [SAS]

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Posted by: TheFamster.7806

TheFamster.7806

Have you watched the old matches before the celestial meta? Do you know how boring it was? It was about bunker guardians, spirit rangers and hambow warriors and everyone fighting for one node while each kept their home nodes, and with constant insta rez as well as super tankiness that made the game look really boring. Basically there were only 5 professions (guardian, warrior, ranger, mesmer and thief) and extreme zerg control.
I’d watch fight spread evenly across the node, where the rotation becomes extremely important as well as individual skills to 1v1/2v2 constantly while calculating the respawn timers instead of winning a one combat that lasts 1/3 of the match length which ultimately decides which team wins the game.

Tour

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Posted by: ronpierce.2760

ronpierce.2760

I still don’t think celestial needs nerfed. I think it’s what, 3 classes that really excel as celestial? (enough to be called OP). It’s about where it needs to be on many classes. I think maybe they need to find way to tone down how well certain builds work with it. Namely grenadiers, water arcana eles and bow/sword shouts. I have not definitive answers but Celestial as a hybrid option for basically any other build (including others within the same classes) is basically where you’d expect.

High Warlord Sikari (80 Reaper) / Lord Siekron (80 DH)
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Posted by: Elitist.8701

Elitist.8701

Have you watched the old matches before the celestial meta? Do you know how boring it was? It was about bunker guardians, spirit rangers and hambow warriors and everyone fighting for one node while each kept their home nodes, and with constant insta rez as well as super tankiness that made the game look really boring. Basically there were only 5 professions (guardian, warrior, ranger, mesmer and thief) and extreme zerg control.
I’d watch fight spread evenly across the node, where the rotation becomes extremely important as well as individual skills to 1v1/2v2 constantly while calculating the respawn timers instead of winning a one combat that lasts 1/3 of the match length which ultimately decides which team wins the game.

So much this.

Best Multiclass NA. RIP my beautiful Necromancer, such a shame. Retired, April 2015. GG Anet,
I’m not coming back, not that you care.

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Posted by: xDudisx.5914

xDudisx.5914

The nerf to might did ABSOLUTELY NOTHING except hurt builds that were already suboptimal trying to use might.

Eliminate doom sigil from the game entirely while you’re at it. And all of the other passive/on crit garbage that you introduced like torment sigil.

Thnx.

More things that are actually balanced like sigil of paralyzation or sigil of force, sigil of accuracy, condition duration extending sigils, etc. would be nice.

Celestial is fine. The might nerf was good because reduce the dmg output. Eles and warriors lost a lot of dmg potential with the might nerf.

Sigil of doom needs a nerf but it is not the only one. First we need to fix sigil of air+fire combo that let defensive builds still have good spike dmg. Sigil of geomancy also needs a fix. Doom could be turned into aoe poison but reduce the duration from 6s to 2-3s. In a 1v1 it will be much weaker.

Ouroboro Knight’s [OK]

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Posted by: Rialen.1524

Rialen.1524

Didn’t the Cele signet already see a stats nerf? Pretty sure it did.

I’m sorry that you have trouble fighting incremental gains strategies. Please, feel free to throw on a celestial spec and see for yourself that it isn’t GodModeGG. There is no reason to touch celestial again, Anyone who thinks so does not have the capacity to engage in Pvp environments. React to the build, don’t call to dissolve it because you don’t put in the time to advance yourself and adapt to succeed.

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Posted by: The Gates Assassin.9827

The Gates Assassin.9827

Have you watched the old matches before the celestial meta? Do you know how boring it was? It was about bunker guardians, spirit rangers and hambow warriors and everyone fighting for one node while each kept their home nodes, and with constant insta rez as well as super tankiness that made the game look really boring. Basically there were only 5 professions (guardian, warrior, ranger, mesmer and thief) and extreme zerg control.
I’d watch fight spread evenly across the node, where the rotation becomes extremely important as well as individual skills to 1v1/2v2 constantly while calculating the respawn timers instead of winning a one combat that lasts 1/3 of the match length which ultimately decides which team wins the game.

This is exactly what I came to this thread to ask about.

If we look at old metas, we have:

  1. Bunker (2-3 Bunkers, 2-3 Burst)
  2. Warrior (Guardian Bunker, 2-3 warriors, thief and other)
  3. Decap (Decap engi, 2 bunkers, 2 DPS)
  4. Berserker (Looooong time ago. Lots of DPS)

Now we have the celestial meta.

  1. Do you guys prefer this meta to past metas?
  2. If you could rebalance the game so ALL of these comps were viable, would you? Do you want to face meta viable Decap/bunker/berserker teams?
  3. One thing lost on the celestial meta is rotating the right players to the right locations. While it is definitely still there, it’s not as important as the days were necros were chasing down engineers and guardians had to be in the team fights. Do you like this about the celestial meta? Do you prefer the rotational requirements of other metas or the mechanical requirements of the celestial meta?
  4. Generally celestial comps take 2-4 celestial players and the rest are sort of open depending on how defensive/offensive you want your team to be. Do you want celestial builds for all classes so that the role that elementalist/engineer/warrior fill right now could be filled by any class?
Main: Raine Avina (Engineer)
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Posted by: Theologus.7085

Theologus.7085

Just game need balance around celestial. Celestial for all profs, in all slots – make it viable! It’s balance.

Sorry for my english, guys. I try.

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Posted by: Bran.7425

Bran.7425

Some of issues in my opinion is the division of stats drawn from build (trait lines) compared to the amulet and rune sets.

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Posted by: Arken.3725

Arken.3725

The issue (once again), isn’t the amulet but the professions themselves. Give a look-over the traits/skills utilized by Ele’s/Engie’s. Celestial amulet just accentuates the issue, it isn’t the cause.

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Posted by: The Gates Assassin.9827

The Gates Assassin.9827

The issue (once again), isn’t the amulet but the professions themselves. Give a look-over the traits/skills utilized by Ele’s/Engie’s. Celestial amulet just accentuates the issue, it isn’t the cause.

Generally the idea behind the word celestial is more about how it plays, rather than the amulet itself. If I was to rephrase it, celestial bruiser builds? Aka, builds that are pretty good at everything, but not a specialist like bunkers, bursters or supporters.

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Posted by: Arken.3725

Arken.3725

The issue (once again), isn’t the amulet but the professions themselves. Give a look-over the traits/skills utilized by Ele’s/Engie’s. Celestial amulet just accentuates the issue, it isn’t the cause.

Generally the idea behind the word celestial is more about how it plays, rather than the amulet itself. If I was to rephrase it, celestial bruiser builds? Aka, builds that are pretty good at everything, but not a specialist like bunkers, bursters or supporters.

Thing is, these builds allow them to excel as bunkers/bursters(not so much supporters). I prefer the old Berserker meta back at launch. Reason being was that due to this game’s combat-nature, being rewarded for proper avoidance/positioning was crucial. It seems like now a days these bruisers are too tough while also putting out similar burst(through might).

Edit: Proper risk/reward has gone down significantly in my opinion.

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Posted by: Supreme.3164

Supreme.3164

The crux of the discussion is not really celestial meta or any meta for what it matters, what people really want is to be able to play their chosen/favourite profession in any meta. This is the main reason behind this multitude of nerf threads.

The same role should be available to all professions but with different styles: Ex
- A necro playing healer thx to blood magic, a Mesmer tank spec, etc etc

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Posted by: style.6173

style.6173

Wow. There are actually people who still don’t get that cele is over powered?

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Posted by: The Gates Assassin.9827

The Gates Assassin.9827

Wow. There are actually people who still don’t get that cele is over powered?

I’m watching this thread to give feedback to the development team. What exactly about it do you think is OP? What don’t you like about it?

Main: Raine Avina (Engineer)
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Posted by: Arken.3725

Arken.3725

Wow. There are actually people who still don’t get that cele is over powered?

I’m watching this thread to give feedback to the development team. What exactly about it do you think is OP? What don’t you like about it?

Very kind of you to keep tabs on threads such as these. I honestly don’t believe Celestial is the main culprit here. Does it contribute? Absolutely.

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Posted by: Bran.7425

Bran.7425

Just a hypothetical here, what would your prediction be if the celestial amulet was just removed for a while what would that do to the spvp plays?

Beside killing about a third of the topic discussions.

Pets have been hidden due to rising Player complaints.

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Posted by: robertul.3679

robertul.3679

What’s the 4th profession that uses celestial effectively?

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Posted by: Exedore.6320

Exedore.6320

  1. Do you guys prefer this meta to past metas?

Yes and no.

The bunker-heavy meta wasn’t fun at all. But it was mostly because people were still learning how to play. Right before the patch with the addition of Dhuumfire and the PAX tournament, a few teams were figuring out that 4 DPS with good rotations and scouting could beat the mid-bunker+side-bunker meta of the time. But then we entered the dark ages of PvP and it took another year for players to move back to that strategy.

When all three points are always in play, it creates a lot of excitement and adds a new level of strategy. Spectators can follow the flow the game at the map level and aren’t thoroughly confused when the only thing to watch is particle effects.

What I don’t like about the current celestial bruiser meta is that it’s two pillars – cele d/d ele and cele rifle engi – are still a little too strong. They have direct damage pressure, condi pressure, sustain, decent mobility, and CC, allowing them to excel at 1v1 and be extremely useful in group fights. It makes builds which excel at in one scenario or aspect but not optimal in another obsolete.

TLDR: Current conquest playstyle is good, but needs more variety and trade-off between build choices.

I’m watching this thread to give feedback to the development team. What exactly about it do you think is OP? What don’t you like about it?

The things which frustrate me most are:

  1. Abilities with little to no counter-play: Incendiary Powder, Air and Fire sigil, Nightmare Rune fear, etc. If the effect of each wasn’t so strong, the inability to prevent it wouldn’t be so bad.
  2. Master-of-all-Trades Builds: Builds which can do everything the best or well enough that the optimal choice, which has weaknesses, isn’t far enough ahead to justify the weaknesses. Consider map mobility, sustain, burst, attrition, CC, point presence, etc.
  3. Strong, Low-Skill builds: These are a problem for entry and mid-level play. Things like turret engi and medi guard where anyone can easily beat players at that skill level with little knowledge of the build mechanics. When new players get crapped on by these builds, they get frustrated and it’s hard to grow PvP.
Kirrena Rosenkreutz

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Posted by: The Gates Assassin.9827

The Gates Assassin.9827

Wow. There are actually people who still don’t get that cele is over powered?

I’m watching this thread to give feedback to the development team. What exactly about it do you think is OP? What don’t you like about it?

Very kind of you to keep tabs on threads such as these. I honestly don’t believe Celestial is the main culprit here. Does it contribute? Absolutely.

By celestial, do you mean the amulet or the build type? Also, what do you think the main culprit is?

Main: Raine Avina (Engineer)
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Posted by: Supreme.3164

Supreme.3164

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BlackBeard.2873

Sube Dai.8496:

Celestial is … the best amulet for at least 4 builds

Fixed that for you. Sure some of those builds are arguably the strongest for that class, it doesn’t mean that “You are an engie, take celes amulet.” Condi-engie is WAY better with rabid amulet. S/F ele is far superior with zerker.

The reason celes is so strong is that there is SO MUCH RANDOM DAMAGE nowadays that the sustain from celestial allows them to survive more dps-oriented builds while relying on procs to wreck them back.

Jack of all trades or Master?

From a design point of view, the Jack of all Trades possess a wider skillset compared to the Master and he’s able to sit through different situation more comfortably. At the same time the Jack of all Trades lose in an exclusive situation against a master, which I believe is already the case we see in game and this is what I mean by that.

-Direct dmg focused Jacks ( s/f ele or zerker engy) have a bad match up against Masters of direct dmg professions like Thief and Mesmer ( this is from a design point of view, let’s leave the skill level of players out of this)

-On the other hand, the Jacks are able to capitalize on the weaknesses of the direct dmg Masters, one of this weakness being : condition dmg.

Basically a direct dmg focused profession designed as Jack of all Trades lose against a profession designed with direct dmg in mind; but a jack of all trades who capitalize on the master weaknesses should be able to win

Now the celestial amulet was made for jack of all trades professions, exactly how zerker amulet was made for direct dmg professions. Of course we all know that potentially ele/engy can use zerker as a Thief/Mesmer can use celestial, what stopping them?
But would these option be optimal? A cele thief vs cele ele?….No, A zerker engy vs zerker Mesmer?….Again No

You cannot expect a jack of all trades built for direct dmg to compete in a fair way against a profession made for direct dmg by design. A team with a s/f zerker ele would be at disadvantage against a team with a D/P thief in it, because the latter can engage/disengage at will be design, capable of devastating opening with no tell

The celestial amulet simply emphasize the concept of Jack of all Trade/Master of none, it can have a little shave like 30-50 stats taken from each line, but that’s about it. The idea of removing celestial is simply ludicrous, it would not stop ele/engy from being played, but it would remove their optimal build choice; and then the same argument could be made for Zerker amulet, optimal for thief and Mesmer.

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Posted by: Archaon.9524

Archaon.9524

But they nerfed celestial specs…can’t you see noone is running cele eles and engis anymore?

/sarcasm

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Posted by: Novuake.2691

Novuake.2691

Remove sigil of doom and celestial becomes a MAJOR problem.

You should not be having issues with Cele users anymore. L2P.

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Posted by: xDudisx.5914

xDudisx.5914

Remove sigil of doom and celestial becomes a MAJOR problem.

You should not be having issues with Cele users anymore. L2P.

If doom is so strong to counter celestial then why the only ones we see using it are the celestial users?

Do you see a lot of guardians, thieves, mesmers, rangers or necros using sigil of doom to counter d/d ele and rifle engi? I don’t. All I see is d/d ele, engis and warriors using doom.

Nerf doom will nerf the condi pressure the cele classes can do. Specially for ele and war that have no other source of poison.

My suggestion would be make the poison aoe but reduce its duration from 6s to 2s.

. Do you want celestial builds for all classes so that the role that elementalist/engineer/warrior fill right now could be filled by any class?

Yes I would like to see the other 5 classes been able to play as celestial. Make some changes so mesmer, thief, necro,ranger and guard can make more use of healing power and hybrid dmg at the same time.

Much more enjoyable to play as and against a hybrid celestial than against zerker specs. The spike dmg that some builds get sacrificing almost 0 survivability is insane (hello sigil of air+fire combo).

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(edited by xDudisx.5914)

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Posted by: Supreme.3164

Supreme.3164

The Gates Assassin.9827

Forum Specialist – PvP

Doom is most effective against Eles/Wars/Engineers who have stacked multiple sources of sustain (traits, regen, highly effective healing abilities).

Shaving Doom […] would probably only solidify the status quo more.

But the most prominent users of Sigil of Doom are those same high sustain builds; not the alternate builds, most of which are DPS builds, or other sustain builds outside the meta.

If Sigil of Doom was so crucial to keeping celestial builds in check, wouldn’t we see it being used more by lots of players?

Just taking a look at meta builds:
1.Engineer generally takes it, or intelligence. This is regardless of build besides 100 mines and turret builds.
2.Elementalist takes it.
3.Warrior takes it.
4.Mesmer takes it (generally on staff)
5.Thief doesn’t normally take it, but they always have shortbow’s choking gas, steal and dagger auto attacks.
6.Ranger sometimes takes it, but they also have poison on condi builds.
7.Guardian doesn’t generally take it
8.Necromancer doesn’t usually take it, but they have poison.

So really everyone takes it who doesn’t have a lot of poison in their build.

15 chars

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Posted by: Novuake.2691

Novuake.2691

@xDudisx.5914

If you aren’t good at spiking people down and you are struggling vs Cele builds, then using Doom vs them is the only way. Try it. You seem to be a little stuck in the meta builds.

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Posted by: Rezzet.3614

Rezzet.3614

all i see is people crying cuz all of a sudden their free win builds require skill to beat others

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Posted by: Simon.3794

Simon.3794

if you guys want things to be balanced you guys should start with skills and traits instead of equipment..

why you think theres only 3 classes who are good at celestial.

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Posted by: Supreme.3164

Supreme.3164

@xDudisx

Celestial was made for jack of all trades professions, it was not made for profession capable of mastering certain aspects. At this point I’d rather remove the jack of all trades concept from GW2 and allow each profession to be master of something

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Posted by: Supreme.3164

Supreme.3164

We think 3 classes are good at celestial because is in their design to use all stats better than other, by comparison other profession can use certain stats, way better than the 3 celestial classes, makes sense?

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Posted by: Simon.3794

Simon.3794

We think 3 classes are good at celestial because is in their design to use all stats better than other, by comparison other profession can use certain stats, way better than the 3 celestial classes, makes sense?

which means it’s these classes skill should be tune down instead of amulet.
make sense right?

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Posted by: xDudisx.5914

xDudisx.5914

@xDudisx

Celestial was made for jack of all trades professions, it was not made for profession capable of mastering certain aspects. At this point I’d rather remove the jack of all trades concept from GW2 and allow each profession to be master of something

A long time ago they posted the goal that they try to reach for each class when balancing. They said engi and eles are intended to be jack of all trades.

IMO the only problem right now is that celestial d/d ele does too much dmg and rifle engi has too much cc+condi+block.

I think that their sustain is ok. The problem is not celestial amulet. The last update where they nerfed might stacks, sigil of battle, drake’s breath and greneade kit was good.

What needs a nerf:
sigil of doom,
sigil of inteligence,
runes of hoelbrak (-20% condi might duration source of might+ power based)
runes of nightmare
air+fire combo
d/d skills
tool kit
grenade kit

Ouroboro Knight’s [OK]