New traits continuing in wrong direction

New traits continuing in wrong direction

in PvP

Posted by: Ugruk.4069

Ugruk.4069

These are not changes for pvp, these changes target the players that sit afk in Lions arch to have something to do and try new things in WvW, not to balance spvp man dont kid yourself

New traits continuing in wrong direction

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Posted by: Whit.2385

Whit.2385

These are not changes for pvp, these changes target the players that sit afk in Lions arch to have something to do and try new things in WvW, not to balance spvp man dont kid yourself

Couldn’t have said it better.

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Posted by: Thunderclock.7390

Thunderclock.7390

lol. you must be a downer at parties. nerf nerf nerf nerf nerf

dat engi #1 nade big damages. Out of all the things of engi to change lolol. yea man, profession knowledge best NA

New traits continuing in wrong direction

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Posted by: Dee Jay.2460

Dee Jay.2460

I agree with your first 4 points.

Vitality should be more even among classes. I’ve argued this case a number of times but basically having an 80% difference between the lowest and the highest base HP, even excluding differences in Armor, is a balancing nightmare.

The game would be much more fun and balanced if developers could work off the assumption that every build hat at last 13.000 HP.

I agree with Conditions too. Having them be powerful is ok, but they are too abundant, too easily applied and require overpowered cleansing to compensate.

I like your idea on duration-stacking.
I also agree that Burn needs to be more telegraphed and less auto-applied.
It would be interesting to see Poison’s healing debuff increased, maybe at the expense of it’s damage.
I also agree that auto-attacks shouldn’t apply conditions, at least not by default.
I’m not sure about your proposed Cripple/Chill change however.

I think there is an issue with Crowd Control, but I’m not sure your solution is the right one. I also don’t see it as a huge problem. I think it would suffice to just replace some of the abundant CC moves (does a Hammer really need 3 different stuns?) with something different.

I also agree that the game has too many entirely passive traits. Every trait should impact your play-style or gear-choice in some tangible way. But many don’t.

What I don’t agree with though is any of your proposed class changes. They all seem short-sighted and lack understanding of actual class-mechanics. Pin Down already has a very long cooldown, giving Thieves Stability inside Shadow Refuge would remove one of the few well-designed counter-play opportunities. I’m not sold on the other class changed either but aren’t qualified to evaluate them.