Ports + Changes

Ports + Changes

in PvP

Posted by: Lukas.7159

Lukas.7159

Yo,

somehow almost every port on each map seems to be broken, in 90% it says no valid path even though the ports worked before the recent patch

i main thief and this has cost me too many games now cause i couldnt deny decaps on khylo or skyhammer for example or spike the enemy down, its really frustrating if you need to walk the whole way from below to khylo midpoint instead of teleporting on an enemy like it used to be before

pls fix asap

Second thing:

i thought about a very few changes for the next balance patch, cause atm the skill floor is way too low for each class and we need to increase the level again, so here we go

Engi:

- nerf perfectly weighted, 4 second passive gained stability on a 8 sec cooldown is too much

either reduce the uptime, increase the cooldown or (imo) change stability for something less powerful, like regeneration or maybe protection

Druid:

- nerf druidic clarity, imo a full condi clear PLUS stun break is too overpowered

im fine with it being a stun break, but it should only remove like 4 condis at max, not all 13 in this game

the thing is, in a 1-1 a druid can just outsustain every dps class and their weakness are condis, BUT any decent player can kite around for 15 secs till he can basically press the reset button, clear everything and heal himself full in less than 3 seconds, then proceed to stealth and disengage to a safe distance and re-engage with full HP….rinse and repeat

oh and where we are at it, i think that pet damage should get nerfed in general and druid damage should be increased, that way the druid need to actually do something and not let the pet do all the work, simply survive 15secs till he can full reset and kite on spots where e.g. thiefs that want to +1 cant steal him

Mes

- people always complained about that continuum split affecting elites is too powerful, but what about this simple solution

give CS a short cast time, like 1/4s for example, cause now its almost impossible to avoid getting moa’d after the shield 5 stun, because the mes can instantly set up moa and click continuum split mid cast and your brain cant even react so fast and click a stun break plus a dodge

but now if the mes stuns him, the enemy has a short time span to stun break and dodge, if he is too slow its his fault and this is the part where good players getting separated from trash players

these are just my humble opinions on the 3 classes, but i think that we need to shift the game in a direction where there is a higher gap between a skilled player and a non skilled one

atm the game is full of passives blocks and invulns and boon spam and what not, where bad players can make mistakes over and over again and get away with it…this needs to be changed

StereoElectro & Dance On M D M A

(edited by Lukas.7159)

Ports + Changes

in PvP

Posted by: Ithilwen.1529

Ithilwen.1529

Removing the CS effect on elites would further invalidate Chronomancer.

Moa has already been nerfed to the point it’s seldom used and given to Engineer.

Alacrity, ( the primary application of Chronomancy, ) was given to Revenant.

Portal is no longer the sole domain of Mesmer.

In short Mesmer no longer “owns” a single thing that is uniquely Mesmer.

The fact that some are unable to play effectively against Mesmer is not a reason to hit the class yet again.

Mesmerising Girl

(edited by Ithilwen.1529)

Ports + Changes

in PvP

Posted by: Bonefighter.1029

Bonefighter.1029

Don’t know about the mesmer stuff but I agree that the scrapper and druid are way too overbuffed.

Ports + Changes

in PvP

Posted by: Lukas.7159

Lukas.7159

well thief and mes is still the best roaming comp and a stealth moa is almost guaranteed an instant kill on the enemy plus a fullcapped node from start on, on which the mes can leave a portal then…

but since CS is shown on the ground even if the mes is stealthed, the enemy would have a short time to react and dodge the stealth moa

StereoElectro & Dance On M D M A

Ports + Changes

in PvP

Posted by: Sultane.9150

Sultane.9150

Yo,

Druid:

- nerf druidic clarity, imo a full condi clear PLUS stun break is too overpowered

im fine with it being a stun break, but it should only remove like 4 condis at max, not all 13 in this game

the thing is, in a 1-1 a druid can just outsustain every dps class and their weakness are condis, BUT any decent player can kite around for 15 secs till he can basically press the reset button, clear everything and heal himself full in less than 3 seconds, then proceed to stealth and disengage to a safe distance and re-engage with full HP….rinse and repeat

oh and where we are at it, i think that pet damage should get nerfed in general and druid damage should be increased, that way the druid need to actually do something and not let the pet do all the work, simply survive 15secs till he can full reset and kite on spots where e.g. thiefs that want to +1 cant steal him

Couple things wrong here:

How is druidic clarity OP when guards can turn ALL 13 conditions to boons on 32 second CD?

Hows it OP when necros can transfer ALL 13 conditions to their foes?

Need I go on….

Druidic clarity is the only reliable condi cleanse that druids have. Nerf it and we’ll get kittened.
Neither pet nor druid damage needs to be nerfed or buffed. Druids are currently locked into Menders amulet since we depend on our healing for survivability. Because of that, our pets do lots of damage for us since we can’t do much ourselves. A nerf to pets without providing more build diversity/damage will kill druid. Thus far, pet damage has been nerfed in every patch since the launch of HoT. You want more?

Ports + Changes

in PvP

Posted by: Lukas.7159

Lukas.7159

yeah please tell me about a skill that maybe a handful guards use

tell me the name of the skill that transfers all 13 condis

you got a signet that clears a condi every 10secs plus you can use the trait where you remove 2 condis on dodge on a 10sec cd plus the active signet effect gives you another FULL condi clear

im not saying that druidic clarity should be nerfed to the ground, but it being a stunbreak plus a full condi clear on such a short cd is too much

thats why i said, let it remove 3-4 condis (maybe 2 cc condis and 2 dmg condis) and it would be in a better state for the game

look, there are only a few builds that can kill druid in a fair 1-1, though a well played druid never dies in a 1-1 and stalemates a 1-2 for so long that his team wins the other nodes or let the +1er waste time till he leaves and engages the 1-1 again

i dont even wanna talk about endure pain getting nerfed heavily while signet of stone has an active AND a passive effect AND a full kittening 6 (!) seconds invuln to dmg….

StereoElectro & Dance On M D M A

Ports + Changes

in PvP

Posted by: ZhouX.8742

ZhouX.8742

Well, yes … Druid CAN trait specifically for condi removal much like any other class can. It’s not new that you can situate all of your traits to be pro-condition removal , the part you don’t realize is that druid might be the biggest class to take a massive sacrifice in offensive prowess and team support by doing so.

We all know selfishly traiting for only a specific defensive in one specific facet of the game will not work for yourself or your teammates. It’s super selfish and you get no trade off speccing for only condi clear. Druidic Clarity is a fine balance between the 2.

Also, your point is moot because DC, while it is good it is also one of the easiest setups for yourself in the game. There is a risk going into DC half-hazardly against condi heavy classes as they can just condi burst you right after going into DC and it nulled that “broken ass op” condi removal that just procced.

In short, I would learn counters before asking to screw over other classes.

Thief is in a good spot, I would suggest seeing players like Sindrenerr play to build a good foundational base on how thief works in PvP.

Tanbin

Ports + Changes

in PvP

Posted by: ZhouX.8742

ZhouX.8742

“i dont even wanna talk about endure pain getting nerfed heavily while signet of stone has an active AND a passive effect AND a full kittening 6 (!) seconds invuln to dmg….”

This is sort of highlights your lack of knowledge on signets for the ranger class and how they work. You are not invulnerable in Stone signet’s active and the passive is garbage. Condition is a form of damage and control effects, which stone signet does not protect against. There’s many ways to simply bypass this signet, and it is mostly used as a panic method to help revive or escape massive burst damage. The obvious counter to that is , again, condition damage.

Tanbin