Season 5 Class Balance Thread
Currently platin. Placement matches were fun, since there was a lot of build variety. Never expected that since I don’t like the concept.
After them I had some matches that some people might consider as “good”. But were they fun? Hell no! I swear I’m going to scream when I have an ele + engineer defending the midpoint forever again. The whole ele matter even got worse since it’s harder to focus someone when you play with pure soloQers.
I don’t get it. You had the whole ele matter resolved in s4. Now it’s again a nobrainer in nearly every comp. And build diversity on ele is still non existent. I started to hate this class, because teamfights are less deadlier. But it’s not just ele. All damage reduction skills that can be applied to teammates make pvp boring. Had a match yesterday where we had zero kills and still won.
I’m not having fun. Probably playing for ascended gear this time and going back to wvw killing some yaks…
Class balance is irrelevant below top tier. Stop whining about that and focus on player intelligence.
This is an incredibly ignorant comment…. On second thought I think you’re trying to prove your second point here.
No, if they cared about class balance then DH wouldn’t be able to oneshot you. Think that proves my point exactly, perfectly and irrevocably.
I honestly feel like DH are much easier to deal with since their traps don’t daze anymore. Before the last patch, I took felt like DH’s traps were way too strong and hard to counter on a tiiny point, but now i feel like it’s more manageable. And relatively fair to deal with.
Really? With 3 of them on the enemy team,1 pull and you can’t do anything. Not only that, but I play a necro so I don’t have access to invuls or blocks. How is that easy to deal with?
I realize that you are of course a superpro way better than any of us, but tell me. I have 2 dodges. I can dodge 2 pulls. Or I can dodge once I’m inside the traps. But when there’s 3… how do I survive that?
Currently 80ish games w/ 48 loss @ Plat 2(barely lol)
I started at silver, first thing I noticed was the amount of DH stacking. In silver to medium to low gold theres a lot of traps DH. Ive also seen a fair amount of symbol guards. Traps DH is pretty squishy but if you have matched against symbol guards then you know that most of the time, they will 2v1 to 3v1 and camp your home lol.
Not a lot of necros. Most of the time 1 druid in each team. But 1 druid and 1 aura share ele can carry the match. Same w/ 1 ele and 1 scrapper combo.
Because of power rev nerfs, people opted to playing warrior or DH. Did not see a lot of mesmers. Most of the time its just thieves. Thieves that know how to thieves are playing DP build. If they dont, they play staff.
Gold
People have an idea of what comp works and what doesnt work.
Still a fair amount of DH that got lucky so they still play it. This time its mostly symbol guards and DH traps w/ the sword shield instead of focus lol.
Ele is pretty much a requirement to win the teamfights.
Power revs are making a comeback at this level but I would say its still warrior city.
Platinum
Ele carries the team fights.
Power rev can win the team fights.
Engi/Druid saves the day.
Thief is very relevant if theres no mesmer
The other thief switches to DH or ele if they have no ele/druid/engi
warrior doing warrior things
mesmer dies on the inside trying to figure out where to rotate or +1 or moa someone
UHH I FORGOT CLASS BALANCE STUFF LOL
Symbol guard is still pretty strong.
IMO Power rev got nerfed too much (I dont play rev)
The passive stunbreak/taunt are pretty strong.
Warriors need more fine tuning. I think theyre close to where they should be (I dont play warrior)
Idk if the mesmer uh illusion heal nerf did something since I barely just made the switch from carrion to sage like today lol.
It should be a lot easier to balance if theres a no class stacking rule in ranked.
(edited by DisplayName.7802)
What I’ve noticed really as an issue is that everything in essence is too spammable. Not in the sense that people use it for thief where a chasing ability or certain skill can be used repeatedly until ini runs out. I mean it in the sense that everything in the game, especially really big influential skills, have very small cd’s for the effect they have.
My first big thing on balance is a general increase of cd’s for pretty much everybody to make the game less of a spam fest and encourage more timing in skills so people who can analyze their opponent’s style and adjust to it better will come on top, not the people who spam the most aoe damage and healing.
Compleatly agree, i main mesmer and i don’t even need to care how often i use my ultimo…
…and when i play ele, i always use some random skills, just for healing myself, sometimes i feel like a faceroller because of that – and saddly it works well! (Could also be, because i am just in bronce)
Class balance is irrelevant below top tier. Stop whining about that and focus on player intelligence.
This is an incredibly ignorant comment…. On second thought I think you’re trying to prove your second point here.
No, if they cared about class balance then DH wouldn’t be able to oneshot you. Think that proves my point exactly, perfectly and irrevocably.
I honestly feel like DH are much easier to deal with since their traps don’t daze anymore. Before the last patch, I took felt like DH’s traps were way too strong and hard to counter on a tiiny point, but now i feel like it’s more manageable. And relatively fair to deal with.
Really? With 3 of them on the enemy team,1 pull and you can’t do anything. Not only that, but I play a necro so I don’t have access to invuls or blocks. How is that easy to deal with?
I realize that you are of course a superpro way better than any of us, but tell me. I have 2 dodges. I can dodge 2 pulls. Or I can dodge once I’m inside the traps. But when there’s 3… how do I survive that?
Sorry, I only play mesmer. I don’t know anything about necro pvp. But any stacked class is problematic.
Class balance is irrelevant below top tier. Stop whining about that and focus on player intelligence.
This is an incredibly ignorant comment…. On second thought I think you’re trying to prove your second point here.
No, if they cared about class balance then DH wouldn’t be able to oneshot you. Think that proves my point exactly, perfectly and irrevocably.
I honestly feel like DH are much easier to deal with since their traps don’t daze anymore. Before the last patch, I took felt like DH’s traps were way too strong and hard to counter on a tiiny point, but now i feel like it’s more manageable. And relatively fair to deal with.
Really? With 3 of them on the enemy team,1 pull and you can’t do anything. Not only that, but I play a necro so I don’t have access to invuls or blocks. How is that easy to deal with?
I realize that you are of course a superpro way better than any of us, but tell me. I have 2 dodges. I can dodge 2 pulls. Or I can dodge once I’m inside the traps. But when there’s 3… how do I survive that?
I take back what I said. Burn guards need a nerf lmao. I had my share of them tonight.
I take back what I said. Burn guards need a nerf lmao. I had my share of them tonight.
Burn Guard is fine and is honestly slightly underpowered.
Burn DH however needs to die in a ditch somewhere.
YouTube
I take back what I said. Burn guards need a nerf lmao. I had my share of them tonight.
Burn Guard is fine and is honestly slightly underpowered.
Burn DH however needs to die in a ditch somewhere.
lol, DH is what i meant. I’m glad someone shares my feelings.
I take back what I said. Burn guards need a nerf lmao. I had my share of them tonight.
Burn Guard is fine and is honestly slightly underpowered.
Burn DH however needs to die in a ditch somewhere.
Can you post the build so I can play around with it? I generally like to get my hands dirty with the builds/classes people say are OP/Cheese before putting out my opinion on them.
Thanks
burn DHs are easy to kill if you see them coming and could figure out the traits they ran/sacrificed.
Remember to dodge their spear or break it if they attach it to you and then only dodge/reflect the torch throw as the passive burn will be on cooldown for a while and their pressure is suddenly gone. also note that they will have less stunbreaks and stab than the normal power DH so locking them down or putting them on heavy focus fire will melt them fast.
“Revenant is actual proof that devs read the necromancer forum” – Pelopidas.2140
I take back what I said. Burn guards need a nerf lmao. I had my share of them tonight.
Burn Guard is fine and is honestly slightly underpowered.
Burn DH however needs to die in a ditch somewhere.
Can you post the build so I can play around with it? I generally like to get my hands dirty with the builds/classes people say are OP/Cheese before putting out my opinion on them.
Thanks
I’m joking really. They are hard for me because I lack on demand cleanses. When you can stack 7+ stacks of burning in a moment and can’t cleanse on demand, you’re as good as dead. But I would never have this issue if I ran inspiration trait line like many other mesmers do. So they aren’t totally overpowered. I just hate to face them cause they are difficult for me.
I don’t know the traits they take. I don’t play a guardian so I don’t really know anything about how they do what they do. I’ve just learned to react to how they do what they do, if that makes any sense. But man, go to guard forums, they probably having a good laugh at everyone dying to their burn burst cause they don’t run with on demand cleanses. They will tell you
The fact is, regardless of who thinks this or that is or is not OP, all these “little” problems amount to the same stupid bullkitten. To much of everything easily spammed ad-infinity. Whether it’s burn guards burning, aoe circles, heals, evades, condi applications, cleanses, revs multi-funtional multi-dimensional 1 press assured lottery jackpot buttons. Anywhere things are being spammed spammed spammed are points of bad game design and immediate brokenness. HoT broke the game. Anyone raising these sorts of points is completely justified in doing so. Calling those players names doesn’t change that :)
The fact is, regardless of who thinks this or that is or is not OP, all these “little” problems amount to the same stupid bullkitten. To much of everything easily spammed ad-infinity. Whether it’s burn guards burning, aoe circles, heals, evades, condi applications, cleanses, revs multi-funtional multi-dimensional 1 press assured lottery jackpot buttons. Anywhere things are being spammed spammed spammed are points of bad game design and immediate brokenness. HoT broke the game. Anyone raising these sorts of points is completely justified in doing so. Calling those players names doesn’t change that
Mwahahaha! Absolutely!
It doesn’t matter which spam is more OP than the other. The point is that it’s SPAM lol. Elite specs are pretty much ‘I win’ buttons.
The fact is, regardless of who thinks this or that is or is not OP, all these “little” problems amount to the same stupid bullkitten. To much of everything easily spammed ad-infinity. Whether it’s burn guards burning, aoe circles, heals, evades, condi applications, cleanses, revs multi-funtional multi-dimensional 1 press assured lottery jackpot buttons. Anywhere things are being spammed spammed spammed are points of bad game design and immediate brokenness. HoT broke the game. Anyone raising these sorts of points is completely justified in doing so. Calling those players names doesn’t change that
You can only play the hand you are dealt. Do I like the spam? No.
But its what you got to work with.
So let’s keep this up and maybe make,a difference, and someone post that burn build so I can give er a run or two
Thx
All elite specs have been designed only with one purpose in mind : marketing.
Made to sell as many copies of the game as possible, if you want to sell a lot..you need to make your product as accessible as possible but at the same time it must be efficient.
At this point expecting anything different from GW2 expansion n2…it’d be nothing more than wishful thinking.
On a side note, I came to realise something : “expecting collected balance from a PvE oriented game..it’s pure lunacy”.
My final realisation is that GW2 is just a themed park version of GW1 , nothing to be taken seriously here, I laugh at myself for thinking differently in the past..and I laugh at all those who still think to be the second coming of Jesus in a game designed for 10 years old kids ^^
All elite specs have been designed only with one purpose in mind : marketing.
Made to sell as many copies of the game as possible, if you want to sell a lot..you need to make your product as accessible as possible but at the same time it must be efficient.
At this point expecting anything different from GW2 expansion n2…it’d be nothing more than wishful thinking.
On a side note, I came to realise something : “expecting collected balance from a PvE oriented game..it’s pure lunacy”.
My final realisation is that GW2 is just a themed park version of GW1 , nothing to be taken seriously here, I laugh at myself for thinking differently in the past..and I laugh at all those who still think to be the second coming of Jesus in a game designed for 10 years old kids ^^
With as angry as you are at this game maybe a small break would be beneficial.
Now back on topic. I recently finished my EU placements and guardians and warriors are just so prevalent in both areas. Something definitely needs to be done about their skill floor
burn DHs are easy to kill if you see them coming and could figure out the traits they ran/sacrificed.
Remember to dodge their spear or break it if they attach it to you and then only dodge/reflect the torch throw as the passive burn will be on cooldown for a while and their pressure is suddenly gone. also note that they will have less stunbreaks and stab than the normal power DH so locking them down or putting them on heavy focus fire will melt them fast.
Wait… what breaks a spear?
Silver division, first tier at 1133 rating. Currently playing Burn DH about 90% of the time. Here’s some general things I’d like to see looked at or changed:
I’d really like to see conditions reworked on almost every class in PvP. It just seems like everyone has too much access to conditions and they are applied far too quickly, making them overwhelming. I’d like to see conditions be harder to apply or access but keep their power or even increase it. I’d like to be able to make more meaningful decisions when applying or removing conditions, and be able to think “Hey, I’m burning, I should cleanse that” a lot more than “Oh hey, there’s 12 red squares on my bar again”.
High mobility classes are seeming to dominate most games I’m in right now. The usual problems I see are Mesmers with portals to jump back and forth between points, or Thieves stealthing/teleporting across the map to decap the point you just left 5 seconds ago. Because the only game mode we have is a point capture/defense mode, mobility is supreme.
As far as individual classes go, I’m not seeing too many discrepancies as to what’s too powerful or underpowered. I’m finding ways to compete with almost any class, but there might be a couple things that could be looked at:
Warrior: Condition resistance lasts a really long time. I probably notice this because of the class/build I play, but it just seems a bit disproportionate to other classes’ defense against conditions. Maybe drop the duration 1 or 2 seconds?
Engineer: They have access to so many reflects that fighting them at range almost isn’t an option, but fighting hammer scrappers in melee is just as bad. I think the Engineer is generally pretty balanced, but maybe a couple more windows to fight them at range would be nice in exchange for them getting a bit of love elsewhere.
Ele: They’re just a bit too durable. Fighting an Ele 1v1 is near impossible for me, and even while outnumbering them, it still takes too long to drop them. I don’t really know what I’d do to change them though… maybe remove the 40% protection trait and give them something else?
Guards: Most of the traps need cast times or lengthened cast times. Maybe ToF, PoB, and DM should all get a 3/4 or 1s cast, and keep FoF and LJ 1/2 or 0.
I probably don’t know enough about the other classes to really speak about their balance.
I actually disagree with you keeping conditions as good as they are now, even with reevaluated application ability. I think one of the worst changes to happen to pvp (Outside of HoT) was freestacking conditions. It made condition builds capable of massive bursts and the ability to keep up burst like damage indefinitely (Depending on the build and the player’s ability to apply their conditions efficiently instead of missing everything). I’d rather see condis go back to non freestacking so that we see less burst from those builds but they can keep their damage going for a lot longer (stacking durations) and then it truly acts as a DoT rather than a burst that ignores armor.
Edit: Also saw somewhere somebody was talking about not letting any traps start recharging until after they are triggered, I support that fully because otherwise they are too spammable, also they need to have a 1200 range leash (You get outside of that range and traps go bye bye)
Platinum 2, I think? can’t remember. 1803 rating.
I play condi Reaper in ranked, though I really miss my kits+rifle power Engi gameplay and would love it to be viable in pvp again. It’s just not right now (projectile hate, HoT power creep, etc.).
Anyway.. Balance feels all right. I think some classes offer a bit too much reward for how easy they are to play. I think the gameplay was better before the condi-stacking patch from last year and definitely before HoT.
Necro is focused SO HARD it’s comical sometimes. Players will come from halfway across the map to all jump on me. I get it. Necro is easy to kill because we have no defense aside from 2 dodges and shroud. Our team often ends up on top when they know how to rotate, but I don’t feel like I’m contributing much when I’m jumped by 3 people every time I spawn. Meh. That’s the game I guess.
Things I miss and wish would come back:
- Rifle Engi
- D/D non-healbot ele
- non-stance War
Things I am getting tired of:
- long invulns, long resistance
- auto-proc on cc traits. These are skillless and anti-fun.
(edited by coro.3176)
Platinum 2, I think? can’t remember. 1803 rating.
I play condi Reaper in ranked, though I really miss my kits+rifle power Engi gameplay and would love it to be viable in pvp again. It’s just not right now (projectile hate, HoT power creep, etc.).
Anyway.. Balance feels all right. I think some classes offer a bit too much reward for how easy they are to play. I think the gameplay was better before the condi-stacking patch from last year and definitely before HoT.
Necro is focused SO HARD it’s comical sometimes. Players will come from halfway across the map to all jump on me. I get it. Necro is easy to kill because we have no defense aside from 2 dodges and shroud. Our team often ends up on top when they know how to rotate, but I don’t feel like I’m contributing much when I’m jumped by 3 people every time I spawn. Meh. That’s the game I guess.
Things I miss and wish would come back:
- Rifle Engi
- D/D non-healbot ele
- non-stance War
Things I am getting tired of:
- long invulns, long resistance
- auto-proc on cc traits. These are skillless and anti-fun.
Thank you for that. Nice post, and I must say Necro is tough to play in solo q due it’s dependence on support. The problem is if you duo queue’d with an ele/scrapper using TS the necro becomes a monster. I personally focus necros not b/c how easy they are to kill, but because a necro left alone will win the team fights.
Gold, full solo queue thief.
There are by far too many DH’s. Average would be above 4 a game easily. As others have mentioned, they offer quite a bit at a low skill level. But on reaching gold they are less of the pure glass traps and more a mix of survival and a trap.
Second up would be warriors. So durable and in team fights its hard to avoid them landing bursts and stop the regen.. However when my team knows what to do they aren’t the biggest trouble.
Most other classes seem balanced to me. Skill to dictate where they fall really. But obviously Necro needs support and Ele needs someone to kill for them. In coop between those two you can see sick results!
My biggest issue right now is the insane differences in both my teams and the enemies you face. Most matchups seem pretty set after the first engage. Guess I’ll try and find a duo partner and see how much can be done that way..
All that could do with a slight toning down is the overall survivability of a lot of classes. Trap heal on DH, invulns on warrior, sheer amount of healing out of eles, to name a few.
Overall I’m really quite happy with the season. Much better than the previous ones for me. Even though some blowouts still occur and there are still a lot of idiots around. Really looking forward to being a few more weeks in, when ratings will settle more.
mid plat necro main.
Pros
- balance is not terrible anymore, to the point that you idealy wouldnt want to stack anything
- the visible MMR system is great
Cons
- im necro main but i always have a good support duoQ… necro is still useless
its slow so you lose rotations, enemy can outwalk you
it instadies…INSTA.. anytime randomly -there is always a chance for you to lose your team the fight in next second
sustain on everything is too much and takes too long to finish fights.
warrior healing + long , pulsing, resistance
guard = too many too long too short CD invulnerabilities + blind block = natural counter to slow casts
Thief = pulmonary impact … its same team dependent and without the interupt it wouldnt kill anything, balance needs to be that this trait doesnt exist and thief still kills
Mesmer = 60 second moa is design flaw , almost like blightersboon almost allowing team support for necro
Rev = lives and random dodges a bit much for a zerker but hey, its not alone
Druid = from 40 pets theres 2 outliers… reduce damage by 50-75%
Healbot ele = still slows down gameplay, idk about heals etc, but defiently "delete passive chill aura* and reduce projectile hate
Scrapper = small shaves, if necro exists itll die fast enough….maybe
Nec = yes the only main, so prepare for whines
Survivability – too bad no 3-5 get out of jail cards like others, be it invulns or mobility for rotations…also zero self healing, yes melee warior have adrenal health and necro never had anything that could heal more than a strawberry. Or it gets interupted and heal at all…
Damage – condi damage could be lower if other stuff gets nerfed.
Power damage has too much counterplay for eneemy, often passive.
Just do 5 things of the 100 complains you always hear and call it a 3month balance patch.
glhf
(edited by Flumek.9043)
I actually disagree with you keeping conditions as good as they are now, even with reevaluated application ability. I think one of the worst changes to happen to pvp (Outside of HoT) was freestacking conditions. It made condition builds capable of massive bursts and the ability to keep up burst like damage indefinitely (Depending on the build and the player’s ability to apply their conditions efficiently instead of missing everything). I’d rather see condis go back to non freestacking so that we see less burst from those builds but they can keep their damage going for a lot longer (stacking durations) and then it truly acts as a DoT rather than a burst that ignores armor.
Edit: Also saw somewhere somebody was talking about not letting any traps start recharging until after they are triggered, I support that fully because otherwise they are too spammable, also they need to have a 1200 range leash (You get outside of that range and traps go bye bye)
I think before removing the free stacking ANet should look into reducing the amount of condis that 1 person can apply at once. Condi bombs are pretty powerful when you can apply a huge number of conditions extremely quickly. Seriously, when traited, Mesmer’s Cry of Frustration can apply Confusion, Torment, Vulnerability and Cripple in a single attack (and blind if you were to drop chrono line for dueling), and MW can stack that confusion, torment, and vulnerability up even further. And whatever Necro has going on, I’m not sure how many condis they can stack with 1 or 2 attacks, but it is a lot. I tend to agree a bit with @Blizzmaster here, I would rather see attacks apply fewer conditions, but the conditions are made more dangerous if you don’t cleanse them. So instead of a condi bomb involving 5+ condis, it might involve 2 or 3, but collectively it would be about as powerful as it is now. It would also make cleanses more important and more impactful without directly buffing them.
@Flumek – I’m really starting to get tired of people mindlessly complaining about Mesmer moa. Its already had several huge nerfs, it isn’t overpowered. And what really bothers me about people complaining is when they forget that engi also has a moa skill. 4 sec duration when traited, 96 sec CD, and its an AoE that can transform 3 people, not to mention half the cast time of SoH. That’s more impactful in a team fight than transforming a single player is. So when someone only complains about mesmer moa it looks as if they are just trying to find something to complain about mesmers because they have to complain about mesmers.
.
And im really tired of having an unviably bad mesmer somehow still being viable cz cheesing a kill every minute is exactly enough to snowball. God save us if mesmer gets strong on itself right?
Joke aside, I dont like either of them, but the mesmer one for me gets more average value. And its more personaly annoying as its a kill rather than aoe CC. thats all
~ Habitax~
I am representing Bronze 780 with no excuses of bad placement matches, it is what it is and is not a true representation of skill.
However, I have been playing GW2 on and off since launch and have plenty of experience. I have seen many changes; mostly good, some not so good.
I main Power Mesmer, I played condi memser long before condi was cool(meta), so I’ve been there done that.
I also play Rev and Thief occasionally.
~~ Overall – My take on PvP classes and game balance ~~
Across the board there is not enough condi removal for the amount of condi that can be spammed in tight quarters.
Classes traited for max condi removal, while more survivable, will lose out on many of the other traits that allow for CC removal and any chance to do real DPS.
~~ Class – PvP Balance ~~
Elementalists – Are locked into one meta tank build that lacks dps and its only use is for defending points.
Guardians – Traps when stacked are stupid OP and need longer CD and longer cast time (3/4 to 1 second cast time and 45seconds to 60seconds CD). Because of surviviablity Guardians should not have such easy access to this kind of burst/CC combo.
Thief – Pretty close to where they should be and in the hands of a good player can be crucial in leading to victory. The only suggestion would be to
tone down the builds that can perma spam Death Blossom and evade/bleed you to death.
Warrior – Burst builds are pretty good where they are. Condi warriors are a bit OP, but could be resolved if condi removal accross the board for all classes was better.
Ranger – Pretty good where they are but could use a slightly longer CD on stealth abilities.
Mesmer – Seem about right but could possibly tone down condi spam, or again better condi removal across the board for all classes would help greatly.
Engineer – Seem to be lacking raw dps, maybe add a little boost burst dps.
Necro – Solid class and in the hands of a good player, amazing. Condi spam could be toned down and is too intense, but again could be fixed with better condi removal across the board for all classes.
(edited by Habitax.8124)
Druid = from 40 pets theres 2 outliers… reduce damage by 50-75%
Hahaha are you kittening serious. Those two “outliers” are the only ones that are actually functional and you want to nerf them even more (after both have been nerfed repeatedly over the last year, by the way)?
I think before removing the free stacking ANet should look into reducing the amount of condis that 1 person can apply at once. Condi bombs are pretty powerful when you can apply a huge number of conditions extremely quickly. Seriously, when traited, Mesmer’s Cry of Frustration can apply Confusion, Torment, Vulnerability and Cripple in a single attack (and blind if you were to drop chrono line for dueling), and MW can stack that confusion, torment, and vulnerability up even further. And whatever Necro has going on, I’m not sure how many condis they can stack with 1 or 2 attacks, but it is a lot. I tend to agree a bit with @Blizzmaster here, I would rather see attacks apply fewer conditions, but the conditions are made more dangerous if you don’t cleanse them. So instead of a condi bomb involving 5+ condis, it might involve 2 or 3, but collectively it would be about as powerful as it is now. It would also make cleanses more important and more impactful without directly buffing them.
I agree completely. I’d also like to see more things cleanse a smaller array of control conditions like Chill, Vuln, Weakness, Cripple, and Immob, since both power and condition builds benefit from them, but condition builds benefit from them much more so since they get condition reliability via DoT pressure with excessive and spammable cover conditions (mostly HoT-only) while also ramping the duration of control conditions without any kind of split investment. A small array of lesser-used stunbreaks should remove immobilize or movement-impeding conditions, and the likes, while other not-as-useful utilities and traits could provide more targeted DoT cleansing, etc.
https://forum-en.gw2archive.eu/forum/professions/thief/ES-Suggestion-The-Deadeye-FORMAL/
Druid = from 40 pets theres 2 outliers… reduce damage by 50-75%
Hahaha are you kittening serious. Those two “outliers” are the only ones that are actually functional and you want to nerf them even more (after both have been nerfed repeatedly over the last year, by the way)?
I’m fine nerfing them as much as we need to for them not to be able to carry a ranger’s damage. When someone builds full tank they should not be able to do damage and burst the way these pets allow them to. Now that being said I wouldn’t go as far as 50%, maybe a 25% reduction in damage, an increase in the reliability of other pets, a 1500 range aggro chain, and a way to make the pets stats scale somewhat with ranger’s stats so bursty rangers get bursty pets but tanky rangers get tankier, less damaging pets.
Gold 1477
All classes need all Passive Defenses removed both Invuln style passive procs and Cc reflects, all classes need to have damage/sustain nerfed hard, AoE need to be redesigned either greatly increase CDs and be impactful or make them less impactful, tone down all the Cc spam there is way too much without diminishing returns, rework Boons and Conditions they have gotten out of hand. all classes need bugs fixed and last but most importantly the overall design concept of each class needs to be re-evaluated. This would take a lot of effort and time so probably would never happen.
Druid = from 40 pets theres 2 outliers… reduce damage by 50-75%
Hahaha are you kittening serious. Those two “outliers” are the only ones that are actually functional and you want to nerf them even more (after both have been nerfed repeatedly over the last year, by the way)?
Yes.
I am a fully biased necro exclusive guy, who wants to see bunkers and dps rather than 5 bruisers dealing dps with CCs.
Druid = from 40 pets theres 2 outliers… reduce damage by 50-75%
Hahaha are you kittening serious. Those two “outliers” are the only ones that are actually functional and you want to nerf them even more (after both have been nerfed repeatedly over the last year, by the way)?
Yes.
I am a fully biased necro exclusive guy, who wants to see bunkers and dps rather than 5 bruisers dealing dps with CCs.
Glad we have similar end goals
Gold 1477
All classes need all Passive Defenses removed both Invuln style passive procs and Cc reflects, all classes need to have damage/sustain nerfed hard, AoE need to be redesigned either greatly increase CDs and be impactful or make them less impactful, tone down all the Cc spam there is way too much without diminishing returns, rework Boons and Conditions they have gotten out of hand. all classes need bugs fixed and last but most importantly the overall design concept of each class needs to be re-evaluated. This would take a lot of effort and time so probably would never happen.
The passive removal seems to be a consensus from most posts I’ve read. People don’t like having those carry traits in there and would be all for their removal.
To what I bolded: Someone gets it!
I agree with your entire post and I’ve been advocating this as much as possible, maybe soon we will see a change if enough push for it.
Fellas this isn’t a kitten and moan thread but a thread for everyone to put out ideas of what they feel is over tuned while telling their current rank. If side discussions commence let’s keep them cordial with the intent to help others understand what counters they can employ.
This helps Evan b/c he’s already stated that they are paying attention to ALL skill levels when they balance. Chocking up the thread with needless drama will only hinder the goals.
Thx
Druid = from 40 pets theres 2 outliers… reduce damage by 50-75%
Hahaha are you kittening serious. Those two “outliers” are the only ones that are actually functional and you want to nerf them even more (after both have been nerfed repeatedly over the last year, by the way)?
I’m fine nerfing them as much as we need to for them not to be able to carry a ranger’s damage. When someone builds full tank they should not be able to do damage and burst the way these pets allow them to. Now that being said I wouldn’t go as far as 50%, maybe a 25% reduction in damage, an increase in the reliability of other pets, a 1500 range aggro chain, and a way to make the pets stats scale somewhat with ranger’s stats so bursty rangers get bursty pets but tanky rangers get tankier, less damaging pets.
I feel like the most straightforward way to approach this is to give each pet smaller base stats, but have the stats scale with the ranger’s. That way a tanky ranger will always have tankier pets that are dealing less damage, and a full zerk build ranger will have fragile pets that deal more damage.
Most people have 560 vit in pvp or 0 if they’re above the lowest hp pool. This is 17250 hp. Maul from pet can top 17k. Need more be said.
rank 1509, placed in silver, high 1200’s. Played ~40 games.
I think the classes are more balanced than they have been since HoT released. No classes are garbage, though way too many builds are still garbage. I play druid, ele, DH but haven’t touched DH this season. Ele is more or less necessary again and I think this goes back to its flawed design that has far too much group support. This should be nerfed a good bit for pvp only with compensations by buffing other builds.
Druid seems fine. DH seems fine.
I think the approach to balance should change after this season. The game has added too much of everything. Skills have slowly had way too many effects added (like stun breaks) and this has resulted in a spam-y game. Invulns have had their cooldowns slashed across the board over the years, everyone has way more cc’s with much longer durations and condi applications are just insane. The game has compensated more defensive options with more offensive options, or vice-versa, and everyone suddenly has far more access to what used to be critical skills, to the point where very few skills are critical anymore. It’s not NEARLY as significant when interrupting a heal for instance…since the druid can just pop an invuln, stealth, or drop ALL condis by going into avatar.
The fights are about attrition, and individual skill in the fights matters less and less (though awareness of the map is as important as ever.)
Some of the biggest problems with the game right now is poor build diversity within classes, and too many skills that are way too good on cooldowns that are too short. The build diversity problem is probably due to fact that many runes and amulets have been removed, and they needed to be removed because of those amazing skills that everyone suddenly has. I think by toning down all the CC’s, increasing CD’s of critical skills like ele/warr invulns, toning down the number of condi clears as well as the condi application, and then adding back some more defensive amulets, we might get some better diversity.
Most people have 560 vit in pvp or 0 if they’re above the lowest hp pool. This is 17250 hp. Maul from pet can top 17k. Need more be said.
What are you talking about…what maul? In what real scenario would the pet do 17k dmg? Please let me know cuz I want a pet that can one shot pretty much everyone.
Sorry meant gs skill maul. And yeah I had to ask the ranger afterwards how he hit so hard at around 10 might stacks.
Sorry meant gs skill maul. And yeah I had to ask the ranger afterwards how he hit so hard at around 10 might stacks.
Just to avoid misinformation, the Greatsword Maul burst requires significant trait/gear investment, is fully the Ranger’s damage, and isn’t the easiest to land. He’d probably run BM for the GS trait (increased dmg and reduced cooldowns), then go into marksmanship. Highest burst combination would probably be Steady Focus (10%) Remorseless (25% and crit). Then +5% power sigil, Strength on weapon, rune of Strength(5% when under might). And you’d probably go WS – Wilderness Knowledge for easy access to fury. THEN you have to burn Signet of the Hunt and QZ or Sharpening Stone for one shot at the burst. next chance in ~45 seconds? You could probably swap BM for Druid and get close to the same numbers but yeah. I’m impressed if I see that land.
As an update: I’m moving up slowly and have broken 800. Things are mostly the same but I have seen some Revs down here now. And they’re ok! Definitely a heavy class with good damage and sustain but not unkillable.
Communication is still really useful. Just small things like pings and saying you’ll get home helps immensely on helping your team know where to rotate. Particularly on Temple.