[Proposition]Nerf of the Underworld
Hey guys,
I just wanted to make a nerf list thatcrossed my mind but will most likely never happen .
General nerf:
- Tone down all damages by 10 % ( power and condi )
- All invulnerabilities are replaced by a 75% chance to evade an attack
- All blocks with a duration of more than 2s have a 75% chance to block an attack
- All traits that procs at 25% hp are removed from all traitlines
RNGesus comeith.
YouTube
RNGesus comeith.
It’s a big reduction of damages but still invite people to pay attention to what is going on on both sides. It’s different than full invulnerability in a huge way : it forces the blocking guy to not go gung ho but still provide a relative safety.
Edit : It also reduce self reliance and promote support builds
(edited by Wargameur.6950)
Hey guys,
I just wanted to make a nerf list thatcrossed my mind but will most likely never happen .
General nerf:
- Tone down all damages by 10 % ( power and condi )
This probably will make everyone unkillable and the matches will be over once a team has 2 control points. Too much burts is better than too much tankiness because not only brings more spectacle itself but due also increases the chances of comebacks.
You’re advocating for dull gameplay.
whats the logic behind nerf thief swiftness its supposed to be the fastest class and without this trait its slow as hell and dosent get swiftness from anywhere except steal.
RNGesus comeith.
It’s a big reduction of damages but still invite people to pay attention to what is going on on both sides. It’s different than full invulnerability in a huge way : it forces the blocking guy to have a relative safety whithout going gung ho.
A more sensible approach would be to change it to %damage reductions.
Straight RNG is bad QoL for everyone involved.
YouTube
That sounds horrible honestly, it doesn’t solve any problems with balance but introduces new ones by taking away the ability of some classes to tank without giving them anything in return.
A few broad ideas for balance:
- A build that can bunker should be doing minimal damage. This includes dishing out minimal condis, and not many, if any at all, damaging condis
- A build that can deal extremely high sustained damage should have minimal self sustain. They shouldn’t be coming with regen, protection, huge condi cleanses, massive heals etc…
- A build with high sustained damage should not have access to burst damage as well. It should be either one or the other. If you are built to last in a sustained fight then why should your build also be allowed to burst another class down in 1 second?
- A burst build that can down you in <1 – 2 seconds should have zero personal sustain. The exact opposite of bunkers. All of the damage at the expense of no ability to be in a sustained fight (aka anything where your target lives more than 5-10 seconds)
- Passive procs should be toned down across all classes
- Traps and marks should start recharging only when they are triggered. This is a general balance problem. If they are then found to be underperforming they can be buffed, but they should be balanced around their recharge only starting when they are triggered. They should also have a timeout on them once they are placed (say 60 seconds like Mesmers portal). I detest passive gameplay, and just loading a point with traps/marks and leaving, just waiting for them to proc when the other team tries to decap is 100% passive gameplay
Once ANet implements this to all builds the game would be much better imo. This would require a massive trait and skill rework of every class though so I doubt it would happen.
I don’t mind that you think it’s bad ^^
I don’t know if players get unkillable or if it removes the ability to tank with those changes? I got two opinions with Buran and OriOri but without exemples….
I think a build that down you in 1-2 sec is a bad design and shouldn’t be possible.
@Emdrix : I’m more or less against perma boons….I would go for a 1 or 2 sec of super speed but with the range of the dodge reduced. That should be a good compromise.
I don’t mind that you think it’s bad ^^
I don’t know if players get unkillable or if it removes the ability to tank with those changes? I got two opinions with Buran and OriOri but without exemples….
I think a build that down you in 1-2 sec is a bad design and shouldn’t be possible.
@Emdrix : I’m more or less against perma boons….I would go for a 1 or 2 sec of super speed but with the range of the dodge reduced. That should be a good compromise.
that’s just stupid anyway. If dash becomes garbage then thieves will just use perma stealth bound which is totally skillless because u cant even interrupted the stealth since its a dodge. And thief already cant team fight in the current meta so nerfing their mobility will just make other classes even a better pick than thief
The only thing that should get nerfed is pulmonary impact
(edited by Emdrix.6124)
Imo if you want to change blocks and invuls the only thing i could think of is adding a “maximum damage” limit to those (PvP only).
For example a 3s block could block maximum like 10-15k dmg, a 2s one max. 6666-10k, but it would also take (and block) the already applied condis into account.
Could be same for invul but it would also negate unblockable attacks (like now) and would have a higher damage cap.
As for the 25% passive procs, i would love if they removed them.
The 10% dmg reduction would be only good if they would also nerf sustain.
For thief changes, they need the swiftness (maybe a duration reduction) but an ICD for the movement condi remove is reasonable.
Headshot isnt really the problem, its the trait Impacting Disruption.
Also i would like if improving dodges (and the gameplay around it) would be tied to Acrobatics more and less to DD. (i miss the old Feline Grace – tho it was half passive and would be OP with DD now – literally perma dodging)
War/Ranger/Thief Roaming Vids
You could just delete thieves with those nerfs….
Sonya for females. (necro,rev,ranger,mes,engi)
All classes lvl 80.
No.
No.
Just no.
I don’t mind that you think it’s bad ^^
I don’t know if players get unkillable or if it removes the ability to tank with those changes? I got two opinions with Buran and OriOri but without exemples….
I think a build that down you in 1-2 sec is a bad design and shouldn’t be possible.
@Emdrix : I’m more or less against perma boons….I would go for a 1 or 2 sec of super speed but with the range of the dodge reduced. That should be a good compromise.
There is nothing wrong with a build that can burst you down in 1-2 seconds if it has nothing else going for it. Take a look at power shatter mesmer. Zero sustain. Easy target to kill. High risk high reward. Problem right now is that there are builds with extremely high burst damage and also high sustain. That is why burst is a problem for them, it needs to be one or the other, not both.
Thief: you’re trying too hard here. Making Thief bad at its only good role is nonsensical.
Warrior: This isn’t really a nerf. “Oh no he activated berserker stance AND endure pain!!!” 4 seconds later endure pain is over, 9 seconds later berserker is over (and you can corrupt the resistance anyways. This is certainly not what makes warriors OP, if they even are. All I want is for Skull Grinder to both not be a blast finisher (why is it one in the first place?) and to remove the blind and cripple. Daze is fine, bleed and confusion are fine. But blind and cripple are just cover condis that warrior shouldn’t have bundled into one skill. If they want to cover that crazy condi damage then they can do it with another skill, that’s more skillful.
Mesmer: Shatters have a .25s ICD already, that’s been the case since January 2013. Might want to study up on other professions before making a thread like this. I would nerf Chronophantasma instead, shatters aren’t what makes condi mes overpowered, it’s the fact that their illusion gen is essentially doubled with one trait.
Engineer: That tiny cooldown on kits won’t make a significant difference for engis outside of not being able to use Elixir kit 4 to escape immediately. Really kit swap should have a 3s or so cooldown, not as long as regular weapon swap to compensate for the lost utility slot, but some cooldown would be reasonable. Right now I can and do swap all the time when I play scrapper, don’t have to think twice about it. Even more abusive when they have 2 kits like on flamethrower/tool kit condi engi. Ridiculous that with one utility skill they can access 5 more weapon skills and have no cooldown on swap. In fact on second thought maybe it should be 5 or 6s.
Necro: needs buffs or something. Shroud isn’t a big deal and currently compensates for necro’s lack of active defenses. You can kite away from reaper shroud if it’s a problem for you.
Guardian: not a terrible idea, although I’ve been saying for a while that LB skills are the problem, not traps. 2/3 of Meditrapper’s main CCs (Deflecting Shot and Spear of Justice) are unblockable, which seems a bit excessive.
Ranger: could probably use even more of a CD increase on CA. I know a lot of rangers might hate me for saying that, but look: Steal for thief is 20s when traited, 30s when not. DH’s defensive virtues have a much longer recharge. And CA gives you a massive survivability increase with lots of healing, multiple blinds, a large area CC, and ofc area damage and condi with CA 5. Maybe the increase could be compensated by a trait that reduces it back down to 15s, but which of course must be chosen over another desirable trait. That doesn’t mean that Ranger couldn’t be compensated in other ways, I think that staff AA should have more healing to improve Druid’s usefulness in node fights. And staff 2 is a bit underpowered both in its radius for heals as well as damage. I think the LB’s range requirement for max damage on its AA should be removed, unlike the similar mesmer GS you don’t get 3 pulses and it’s a projectile, so overall it’s inferior. Because of that it should be buffed or the nature of the attack be changed such that it’s more damaging or applies a condi.
Ele: don’t have much to say other than that offensive builds for ele are generally underpowered. Probably because too much damage buffing would result in ele just pooping out ridic aoe damage on points, but still. It would be nice to get beyond ele being either pure support or the squishiest of squishy DPS roles.
Rev: Needs a massive rework, not nerfs. Should be a stunbreak on every legend, period. Revs don’t have the same flexibility in their utilities so either you should be able to bring in utilities from other legends (making legend swap kind of meaningless) or make each legend have some obvious basics like stunbreaks and/or condi clear. As of right now Revs require a constant babysitter, which is super lame in the current solo/duo queue, and goes against Anet’s previous proclamations that there wouldn’t be the trinity of roles on teams. Nerfs to Rev sword and Shiro skills have been incoming ever since Rev came out, and the most recent Shiro heal nerf just made it even worse.
I agree that reducing all damage by 10% would help, because it would increase the value of toughness and vitality, but I would also want to see all healing reduced by 10% ad well, because healing would be too good if everyone did less damage.
On top of that, the number of blocks and invluns in the game could stand to be reduced. There are builds that just burst then cycle dodges, blocks, and invulns until their burst is off cooldown again.
Revenant probably needs the most love. Jalis and Ventari need to be completely reworked. Mallyx is weak compared to Shiro and Glint, and condi rev is an ancient relic.
Ele needs that middle ground build back. Tempest is too much support, Scepter ele is too much glass, and retro D/D was just right. Did it need nerfs? Yes, but now it sucks, so it needs buffs.
Necromancer, as usual, is split between people who insist it is weak, and people who are in denile of that to the point where they demand Necromancer receive nerfs. Personally, I think even base Necromancer would be viable if the class as a whole had a few improvements to sustain and mobility.
I love Druid right now, but staff 2 and 4 are garbage, and stat availability really holds back Druid in sPvP. Ranger without Druid still a bit of a joke.
Dragonhunter’s Spear pull is insane and extremely annoying. They also block forever. They block when they burst, they block when they heal, and then they become invulnerable and reset the cooldown on second heal, a pull, and… another block? Seriously?
I have no comment on engi right now
Warriors in WvW are still waiting for that nerf to Adrenal Health
Thief needs buffs and nerfs. Not just buffs, Not just nerfs. Both are needed. For example, Sword needs buffs and Unhindered Combatant needs nerfs. There are plenty of other places where that applies, but the gist is that for every nerf suggested, there is a buff that thieves desperately need.
Restart WvW: https://forum-en.gw2archive.eu/forum/game/wuv/Clean-The-Slate/first#post6208959
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