Runes, Sigils and Amulet Update

Runes, Sigils and Amulet Update

in PvP

Posted by: Coulter.2315

Coulter.2315

This update happened quite a long time ago now, certain objects to fall out of these changes have now overrun the game. Rune sets giving +45% duration, Sigil abuse creating more damage than the classes’s skills and certain stat weightings are causing the value of the player and class to decrease and the value of what you can scam from equipment to become the driving force of the meta.

Before balancing the classes we need to look at what we define as the core of our game – I want it to be the player and class – at the moment its what you’re wearing (unfortunately style is not my meaning).

Mesmers switching from Staff to Greatsword getting an immediate 4k Auto Attack (and if you dodge that first auto the next one is also 4k) should not exist. Warriors’ most powerful attack being Weapon Swap. Thieves Traitng PURELY for defense and utility because Sigils can make up the difference. These are just examples there are so many more abominations (haven’t mentioned Cele yet – just did, I know..).

We need to seriously go and look at how much influence we want these equipment additions to have, I would like it reduced. If we try to balance class skills before addressing these things we could very well end up crippling classes abilities when the reason they are even viable is because of R,S,A and I don’t want that.

TL:DR Fix R,S,A before hitting too many classes/boons/mechanics with the nerf bat – cause if you fix them later you could end up having pushed the previous targets into an unviable position.

Runes, Sigils and Amulet Update

in PvP

Posted by: Mrbig.8019

Mrbig.8019

This update happened quite a long time ago now, certain objects to fall out of these changes have now overrun the game. Rune sets giving +45% duration, Sigil abuse creating more damage than the classes’s skills and certain stat weightings are causing the value of the player and class to decrease and the value of what you can scam from equipment to become the driving force of the meta.

Before balancing the classes we need to look at what we define as the core of our game – I want it to be the player and class – at the moment its what you’re wearing (unfortunately style is not my meaning).

Mesmers switching from Staff to Greatsword getting an immediate 4k Auto Attack (and if you dodge that first auto the next one is also 4k) should not exist. Warriors’ most powerful attack being Weapon Swap. Thieves Traitng PURELY for defense and utility because Sigils can make up the difference. These are just examples there are so many more abominations (haven’t mentioned Cele yet – just did, I know..).

We need to seriously go and look at how much influence we want these equipment additions to have, I would like it reduced. If we try to balance class skills before addressing these things we could very well end up crippling classes abilities when the reason they are even viable is because of R,S,A and I don’t want that.

TL:DR Fix R,S,A before hitting too many classes/boons/mechanics with the nerf bat – cause if you fix them later you could end up having pushed the previous targets into an unviable position.

They precisely went straight to buff them, they won’t go back.

Balance devs have literally no clue about the game OR ( and this is imho the real reason, just like proff. specific dailies totally ruining matchmaking) all balance changes are totally subordinated and made in order to make the game as casual as possible, so PvE scrubs can use PvP as a minigame now or then.

It’s business bro.