Nerf burst already
burst is ok aslong as you have the possibility to react to it.
Unfortunately you can´t react to cnd steal backstab because they all hit the same hit.
All of you CRYING noobs are calling for nerfing burst. I SAY NERF BUNKERING. Bunkering is more OP than burst. Think about it.
Your comment does not make any sense.Bunker can hold a point but he cant kill someone in 1-2 secs which is way more frustrating imo.And show some respect to your fellow players you can make your point without calling people noobs just because your opinion differs from theirs.Furthermore, if you state your opinion in capital letters it dont make it true.
The idea that you’re supposed to play an objective as an entire team just flies by some people I guess.
Or better yet..
“Make this game easy to understand because I’m having a hard time doing so”
Casuals like Xom are primary victims of “complex” games.
Or better yet..
“Make this game easy to understand because I’m having a hard time doing so”
Casuals like Xom are primary victims of “complex” games.
First of all burst is an real issue and not just for casuals.Second, good luck playing on an empty servers with no casuals around.
burst is ok aslong as you have the possibility to react to it.
Unfortunately you can´t react to cnd steal backstab because they all hit the same hit.
This here…burst is an integral part of mmo pvp; however burst that you cannot react to should not be.
GW2 has a balancing issue in the way it’s stats scale.
Both extremes (extreme offense and extreme defense) are highly effective while balanced builds seem to fall off in comparison.
Most MMOs employ some sort of Diminshing Returns in order to encourage people to balance their stats. GW2 does not.
It’s quite mind-boggling really when you think that certain traits and abilities can more than quadruple their output with different builds.
Mug for example, a Thief Tier 1 trait will go from dealing about 700 damage with a Condition/low Power build to critting for over 6000 with glass-cannon builds.
How can you balance a game with such extreme fluctuations within single traits?
Or the fact that there’s already an 80% difference in base HP between a Warrior and an Ele. Add armor to the mix and Warriors can take more than twice as much damage…baseline….before builds are even considered.
GW2 is the only MMO I know that doesn’t apply Diminshing Returns to Critical Strikes chances. That means you can quite easily get upwards of 80% real Crit-Chance.
Then add to the mix how certain stats like Crit-Chance and Crit-Damage, or Condition Damage and Condition Duration, or Toughness and Healing scale off of each other…(and yet some are more available than others) and you have a complete balancing disaster.
Effective builds in Gw2 focus on building around 1 particular gimmeck/strength rather than going for all-rounders.
^
Why do you think LoL is popular? Because its so easy to understand. Even casuals who get burst down by certain LoL characters are okay with it because they simply understand why. I proposed a solution, I wasn’t really trying to insult the guy this time around.
Apparently Jon Peters said the community had to act first in regards on “how to deal with burst for dummies” or “how to deal with bunkers for dummies.”
Also, burst is a real issue? No it isn’t. There has to be a way to punish and an incentive to dodge anything that can punish. You want to tone down burst as is right now? Survivability should be toned down too if that’s the case. The only thing that this game need right now is infrastructure and some tweaks (I.E Mesmers, Warrior traits, etc).
^
Why do you think LoL is popular? Because its so easy to understand. Even casuals who get burst down by certain LoL characters are okay with it because they simply understand why. I proposed a solution, I wasn’t really trying to insult the guy this time around.Apparently Jon Peters said the community had to act first in regards on “how to deal with burst for dummies” or “how to deal with bunkers for dummies.”
Also, burst is a real issue? No it isn’t. There has to be a way to punish and an incentive to dodge anything that can punish. You want to tone down burst as is right now? Survivability should be toned down too if that’s the case. The only thing that this game need right now is infrastructure and some tweaks (I.E Mesmers, Warrior traits, etc).
How do you dodge mesmer burst when imobilized? People know how to dodge they dont need “i kill you in 1 sec” incentive.
Edit: I do not care what Jon Peters said i can think for myself, i played wow, swtor AoC and warhammer online and GW2 pvp system is worst i have ever seen so he should be doing something to improve that and not call people who disagree with him “dummies”.
(edited by Khyras.8021)
Or better yet..
“Make this game easy to understand because I’m having a hard time doing so”
Casuals like Xom are primary victims of “complex” games.
I find it amusing that people like you attack others who complain by claiming they are casuals and therefore have no right to an opinion.
Also, bunkers are more of a problem than bursters? its the situation that the bursters have created by there reliance upon bursting people down with little chance of escape. Bunkering is the only way you will stand a remote chance of survival.
But then again, some “elite” players claim it isnt a problem, so lets just leave it alone because a select few feel it isn’t an issue. I can beat thieves 1v1 for the most part, in fact 1v1 I am pretty good against any style of play, because I know how to play my class well. But all of a sudden my opinion doesnt matter because someone thinks the other way. So you go by numbers them, and loads more are bothered by it than not, hence the falling pvp numbers, the forums being littered with complaints about this.
But no, a handful of people say its fine so lets just leave it, and when the pvp side is dead and everyone is off to some new overhyped game, we will all know who is to blame.
Its a selection of simple fixes as well, ones that are better for the overall game.
Mesmers – Its a bug thats effecting them so that will be fixed when its figured out. Annoying for now but its going to be sorted.
Thiefs – The number one class with issues. Its also the only class that has no Cooldowns. Thats a HUGE clue as to why the class is broken. Simple fix time. Nerf backstab, nerf heartseeker, sort stealth out so it cannot be abused. ALSO, buff conditions and sort out some of the other weapon sets to make them viable.
Anyone who wants to claim those two classes are not overpowered, go into some hotjoin and just look at the class representation. There is a reason you will be up against mostly thiefs and mesmers. They really are OP, and it should have been fixed a long time ago.
Or better yet..
“Make this game easy to understand because I’m having a hard time doing so”
Casuals like Xom are primary victims of “complex” games.
You only play a thief Schwahrheit, I would probably kill you 9 times out of 10 anyway thats not my point, its a low skill cap for the attacking glass canon and the defending player.
Ill break it down for you. No fight should be decided with the press of a few buttons in a few seconds regardless of who wins, thats a low skill cap and a large reason why PvP is not gaining ground right now.
Agree Dee Jay the extremes are out of whack right now.
(edited by Xom.9264)
Simple fix time. Nerf backstab
Allocating a portion of his damage into a 5-6 sec undispellable bleed , would be better :P
GW2 has a balancing issue in the way it’s stats scale.
Both extremes (extreme offense and extreme defense) are highly effective while balanced builds seem to fall off in comparison.
Most MMOs employ some sort of Diminshing Returns in order to encourage people to balance their stats. GW2 does not.
It’s quite mind-boggling really when you think that certain traits and abilities can more than quadruple their output with different builds.
Mug for example, a Thief Tier 1 trait will go from dealing about 700 damage with a Condition/low Power build to critting for over 6000 with glass-cannon builds.
How can you balance a game with such extreme fluctuations within single traits?
Or the fact that there’s already an 80% difference in base HP between a Warrior and an Ele. Add armor to the mix and Warriors can take more than twice as much damage…baseline….before builds are even considered.
GW2 is the only MMO I know that doesn’t apply Diminshing Returns to Critical Strikes chances. That means you can quite easily get upwards of 80% real Crit-Chance.
Then add to the mix how certain stats like Crit-Chance and Crit-Damage, or Condition Damage and Condition Duration, or Toughness and Healing scale off of each other…(and yet some are more available than others) and you have a complete balancing disaster.
Effective builds in Gw2 focus on building around 1 particular gimmeck/strength rather than going for all-rounders.
High burst really needed in many games, but in this PvP where life totals are low, high burst is causing an issue, but really it’s not the burst, it’s the timing of the burst. If it required some build up to get that kind of burst it would be fine, because it gives you time to determine the opponents strategy and come up with a tactical response. The current strategy of coming out of stealth and detonating the opponent, or Stun/Dazy Chain into a huge 16k burst really doesn’t give the opponent a chance to do anything. Mesmer and Thief are centered currently around that huge burst with little counterplay. A Warrior has a huge amount of counterplay options available in a fight with them, and when I’m not playing Shatter-burst-damage-kitten-on-your-face-build on my Mesmer they are more often then not interesting fights, particularly when I’m playing effective stealth Mesmer, the warrior guessing where I’m at is fun times.
TL;DR: Burst should require a ramp up time that occurs DURING combat, not prior to it.
- Dr. Alfred Lanning, fictional character of great intellect.
All of you CRYING noobs are calling for nerfing burst. I SAY NERF BUNKERING. Bunkering is more OP than burst. Think about it.
Bunker is a response to the burst. You can’t nerf one with out the other.
Coming to all these threads just to say “l2p” doesn’t actually help noobs l2p and is textbook trolling. Why do it?
The main problems with high burst:
1. Hotjoin.
2. Lack of meaningful matchmaking.
If the devs can fix these two things, I think about half of the “nerf” cries will automatically disappear.
All of you CRYING noobs are calling for nerfing burst. I SAY NERF BUNKERING. Bunkering is more OP than burst. Think about it.
Both are over the top. I made a D/D Elementalist bunker to mess around with, I was pretty much unkillable 1v1. Every 15 seconds I could give myself 2-3 seconds of Stability and cast Ether Renewal. No skill required, just the right build/stats. Only way I could die is if I was bursted down within that 15 second window.
Same applies with Thieves, Mesmers and 100B Warriors, very little skill required to actually pull the combos off. Skill in this game comes from winning group fights, not 1v1s. Which is why the casual crowd aren’t enjoying it. It just isn’t balanced for 1v1.
All of you CRYING noobs are calling for nerfing burst. I SAY NERF BUNKERING. Bunkering is more OP than burst. Think about it.
Bunker is a response to the burst. You can’t nerf one with out the other.
Not sure. I see bunkers being bursted down as well.
GW2 has a balancing issue in the way it’s stats scale.
Both extremes (extreme offense and extreme defense) are highly effective while balanced builds seem to fall off in comparison.
Most MMOs employ some sort of Diminshing Returns in order to encourage people to balance their stats. GW2 does not.
It’s quite mind-boggling really when you think that certain traits and abilities can more than quadruple their output with different builds.
Mug for example, a Thief Tier 1 trait will go from dealing about 700 damage with a Condition/low Power build to critting for over 6000 with glass-cannon builds.
How can you balance a game with such extreme fluctuations within single traits?
Or the fact that there’s already an 80% difference in base HP between a Warrior and an Ele. Add armor to the mix and Warriors can take more than twice as much damage…baseline….before builds are even considered.
GW2 is the only MMO I know that doesn’t apply Diminshing Returns to Critical Strikes chances. That means you can quite easily get upwards of 80% real Crit-Chance.
Then add to the mix how certain stats like Crit-Chance and Crit-Damage, or Condition Damage and Condition Duration, or Toughness and Healing scale off of each other…(and yet some are more available than others) and you have a complete balancing disaster.
Effective builds in Gw2 focus on building around 1 particular gimmeck/strength rather than going for all-rounders.
High burst really needed in many games, but in this PvP where life totals are low, high burst is causing an issue, but really it’s not the burst, it’s the timing of the burst. If it required some build up to get that kind of burst it would be fine, because it gives you time to determine the opponents strategy and come up with a tactical response. The current strategy of coming out of stealth and detonating the opponent, or Stun/Dazy Chain into a huge 16k burst really doesn’t give the opponent a chance to do anything. Mesmer and Thief are centered currently around that huge burst with little counterplay. A Warrior has a huge amount of counterplay options available in a fight with them, and when I’m not playing Shatter-burst-damage-kitten-on-your-face-build on my Mesmer they are more often then not interesting fights, particularly when I’m playing effective stealth Mesmer, the warrior guessing where I’m at is fun times.
TL;DR: Burst should require a ramp up time that occurs DURING combat, not prior to it.
This is also very true and applies to PvE just as much as to PvP.
Just like a PvE where a big hitter will have a very visibly telegraphed attack big hits in PvP need a similar (yet smaller) build up to give players time to react. That;s what creates good game-play.
Hefty burst doesn’t feel nearly as frustrating when you can see it coming and are given a fair chance to react.
All of you CRYING noobs are calling for nerfing burst. I SAY NERF BUNKERING. Bunkering is more OP than burst. Think about it.
bunkers are only op due to only 1 game mode being available, if they had DM or CTF or something when the goal wasnt just to sit in a circle, nobody would care.
GW2 has a balancing issue in the way it’s stats scale.
Both extremes (extreme offense and extreme defense) are highly effective while balanced builds seem to fall off in comparison.
Most MMOs employ some sort of Diminshing Returns in order to encourage people to balance their stats. GW2 does not.
It’s quite mind-boggling really when you think that certain traits and abilities can more than quadruple their output with different builds.
Mug for example, a Thief Tier 1 trait will go from dealing about 700 damage with a Condition/low Power build to critting for over 6000 with glass-cannon builds.
How can you balance a game with such extreme fluctuations within single traits?
Or the fact that there’s already an 80% difference in base HP between a Warrior and an Ele. Add armor to the mix and Warriors can take more than twice as much damage…baseline….before builds are even considered.
GW2 is the only MMO I know that doesn’t apply Diminshing Returns to Critical Strikes chances. That means you can quite easily get upwards of 80% real Crit-Chance.
Then add to the mix how certain stats like Crit-Chance and Crit-Damage, or Condition Damage and Condition Duration, or Toughness and Healing scale off of each other…(and yet some are more available than others) and you have a complete balancing disaster.
Effective builds in Gw2 focus on building around 1 particular gimmeck/strength rather than going for all-rounders.
This. The game is just really poorly designed at multiple levels:
- linear stat scaling promotes burst/bunker extremes
- numerous 1- and 2-button instagib skills, poor skill:reward balance across classes
- no resource mechanic, fights can go on forever, promotes spamming skills
- very limited build diversity, poorly-balanced traits, numerous trait/skill bugs
- extremely polarising downed state, alienates playerbase
- repetitive PVP format
- no match-making system, PVP for most people = stomping/being stomped