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Posted by: Deimos Tel Arin.7391

Deimos Tel Arin.7391

combustion shot is fine, the physical damage already took a -15% damage nerf.
the radius at level 3 adrenaline is supposed to be big.
just move out of the burning field to avoid the damage.

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Posted by: Reevz.2617

Reevz.2617

Seems awfully silly, since the other part of this 30 point trait reduced Steal CD to 21.5s. A 1 second daze already isn’t much for a 30 point trait, especially on a 21.5s cooldown.

It seems awful silly that you don’t consider the totality of what happens during this time.

Boons are set in a block priority system for removal, despite trying to cover boons.

Bountiful Theft steals two boons – of which aegis and stability are always at the top.

This allows the steal to ALWAYS daze, which should not be the case.

So, you have a few options here, of which I suggest nearly all of them – first in/last out for boons and condis would be the easiest. Second would be an ICD on Sleight of Hand. Third, but what I intentionally leave out, is addressing bountiful theft, which I think is fine. Whether a dev listens or anything is used is up in the air. However, there are two solid suggestions – address block-style priority for boon removal and/or ICD Sleight of Hand.

I would say that Bountiful theft is the only good way to remove stability in the game, since corrupt boon won’t touch stability if you have more than 5 boons on yourself (which, as a guardian, is very common), and won’t corrupt stability from lyssa ( again, very common).

I would not remove aegis( so if you have it you can have your boons stolen but you can block the daze) still i don’t really see the point since thief is barely viable and don’t know why you would nerf it any further, but whatever, it still makes sense ( steal is instant anyway, so blocking it via aegis is very hard if not impossible).

Cluster bomb has been already nerfed, it’s fine damage wise right now.

Right now there’s nothing i would nerf in thief kitten nal, if anything it needs to be buffed ( S/P, Support thief) while other proffs ( necro-engi-war-ranger) need to be brought down a little.

thiefs are a little too good right now, they are the best at backcapping and still offer pick-offs in team fights, or you could just run pistol whip and do stupid cleave in team fights and have better mobility than any other class along with stealth (which in itself creates map pressure) thiefs definately need to be toned down they have too many teleports / they need to be tankier but have less mobility

if i were to use TAS or run every matchup in the game with in-depth theorycrafting frame-by-frame i would bet that thief would win 98% of said matchups minimum

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Posted by: Mrbig.8019

Mrbig.8019

Seems awfully silly, since the other part of this 30 point trait reduced Steal CD to 21.5s. A 1 second daze already isn’t much for a 30 point trait, especially on a 21.5s cooldown.

It seems awful silly that you don’t consider the totality of what happens during this time.

Boons are set in a block priority system for removal, despite trying to cover boons.

Bountiful Theft steals two boons – of which aegis and stability are always at the top.

This allows the steal to ALWAYS daze, which should not be the case.

So, you have a few options here, of which I suggest nearly all of them – first in/last out for boons and condis would be the easiest. Second would be an ICD on Sleight of Hand. Third, but what I intentionally leave out, is addressing bountiful theft, which I think is fine. Whether a dev listens or anything is used is up in the air. However, there are two solid suggestions – address block-style priority for boon removal and/or ICD Sleight of Hand.

I would say that Bountiful theft is the only good way to remove stability in the game, since corrupt boon won’t touch stability if you have more than 5 boons on yourself (which, as a guardian, is very common), and won’t corrupt stability from lyssa ( again, very common).

I would not remove aegis( so if you have it you can have your boons stolen but you can block the daze) still i don’t really see the point since thief is barely viable and don’t know why you would nerf it any further, but whatever, it still makes sense ( steal is instant anyway, so blocking it via aegis is very hard if not impossible).

Cluster bomb has been already nerfed, it’s fine damage wise right now.

Right now there’s nothing i would nerf in thief kitten nal, if anything it needs to be buffed ( S/P, Support thief) while other proffs ( necro-engi-war-ranger) need to be brought down a little.

thiefs are a little too good right now, they are the best at backcapping and still offer pick-offs in team fights, or you could just run pistol whip and do stupid cleave in team fights and have better mobility than any other class along with stealth (which in itself creates map pressure) thiefs definately need to be toned down they have too many teleports / they need to be tankier but have less mobility

if i were to use TAS or run every matchup in the game with in-depth theorycrafting frame-by-frame i would bet that thief would win 98% of said matchups minimum

That’s why i see so many thieves on top teams.

Oh wait.

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Posted by: Reevz.2617

Reevz.2617

combustion shot is fine, the physical damage already took a -15% damage nerf.
the radius at level 3 adrenaline is supposed to be big.
just move out of the burning field to avoid the damage.

it’s a point capturing game- how about zerker stance doesnt allow point capping? adrenal skills need to use adrenaline even if they miss— pin down needs a better animation / slight cast time nerf, and hammer 4 needs to be 3/4 cast time

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Posted by: Reevz.2617

Reevz.2617

Seems awfully silly, since the other part of this 30 point trait reduced Steal CD to 21.5s. A 1 second daze already isn’t much for a 30 point trait, especially on a 21.5s cooldown.

It seems awful silly that you don’t consider the totality of what happens during this time.

Boons are set in a block priority system for removal, despite trying to cover boons.

Bountiful Theft steals two boons – of which aegis and stability are always at the top.

This allows the steal to ALWAYS daze, which should not be the case.

So, you have a few options here, of which I suggest nearly all of them – first in/last out for boons and condis would be the easiest. Second would be an ICD on Sleight of Hand. Third, but what I intentionally leave out, is addressing bountiful theft, which I think is fine. Whether a dev listens or anything is used is up in the air. However, there are two solid suggestions – address block-style priority for boon removal and/or ICD Sleight of Hand.

I would say that Bountiful theft is the only good way to remove stability in the game, since corrupt boon won’t touch stability if you have more than 5 boons on yourself (which, as a guardian, is very common), and won’t corrupt stability from lyssa ( again, very common).

I would not remove aegis( so if you have it you can have your boons stolen but you can block the daze) still i don’t really see the point since thief is barely viable and don’t know why you would nerf it any further, but whatever, it still makes sense ( steal is instant anyway, so blocking it via aegis is very hard if not impossible).

Cluster bomb has been already nerfed, it’s fine damage wise right now.

Right now there’s nothing i would nerf in thief kitten nal, if anything it needs to be buffed ( S/P, Support thief) while other proffs ( necro-engi-war-ranger) need to be brought down a little.

thiefs are a little too good right now, they are the best at backcapping and still offer pick-offs in team fights, or you could just run pistol whip and do stupid cleave in team fights and have better mobility than any other class along with stealth (which in itself creates map pressure) thiefs definately need to be toned down they have too many teleports / they need to be tankier but have less mobility

if i were to use TAS or run every matchup in the game with in-depth theorycrafting frame-by-frame i would bet that thief would win 98% of said matchups minimum

That’s why i see so many thieves on top teams.

Oh wait.

correct, almost every top team runs one— at least the ones that actually win do.

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Posted by: Mike.4830

Mike.4830

mabye if we all complain about our class it will stay OP or get buffed….. WAAAAA WAAAAA ENGI SO BAD IT NEEDS BUFFS WAAAAA

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Posted by: Reevz.2617

Reevz.2617

mabye if we all complain about our class it will stay OP or get buffed….. WAAAAA WAAAAA ENGI SO BAD IT NEEDS BUFFS WAAAAA

ideally i’d like to see incendiary powder gone

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Posted by: DoYourBestBear.6810

DoYourBestBear.6810

The inherent difficulty is that people, by and large, will defend a primary class without considering the game in its totality.

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Posted by: evilapprentice.6379

evilapprentice.6379

Seems awfully silly, since the other part of this 30 point trait reduced Steal CD to 21.5s. A 1 second daze already isn’t much for a 30 point trait, especially on a 21.5s cooldown.

It seems awful silly that you don’t consider the totality of what happens during this time.

Boons are set in a block priority system for removal, despite trying to cover boons.

Bountiful Theft steals two boons – of which aegis and stability are always at the top.

This allows the steal to ALWAYS daze, which should not be the case.

Except that is exactly how it was designed to work. Go ahead – check the patch notes. It’s mentioned that Bountiful theft will trigger first specficially so SoH’s daze isn’t wasted. It was designed by Anet to work in this exact manner. if you’re claiming that Anet made an error in this specific design, well 30 points and 2 traits seems like a fair cost for a guaranteed 1s daze (that’s a daze, not a stun) on a 21.5s CD.

So, you have a few options here, of which I suggest nearly all of them – first in/last out for boons and condis would be the easiest. Second would be an ICD on Sleight of Hand. Third, but what I intentionally leave out, is addressing bountiful theft, which I think is fine. Whether a dev listens or anything is used is up in the air. However, there are two solid suggestions – address block-style priority for boon removal and/or ICD Sleight of Hand.

You still haven’t addressed why a 30 point trait which lowers steal to 21.5s CD should have it’s daze effect set to a 30s ICD. You haven’t made a case as to why a 1s daze on a 21.5s CD requires nerfing. Let’s also not ignore the fact that it’s tied to steal, and steal has a ton of other trait options to enhance its functionality. There are a lot of variables that make it so that stealing just for the daze might not always be the best option in the long run.

I’ll re-iterate – I really don’t feel you’ve got the necessary experience to suggest balance changes to thief.

If you’re a thief and haven’t
pre-ordered HOT at this point,
save yourself the money and don’t bother.

(edited by evilapprentice.6379)

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Posted by: Mike.4830

Mike.4830

Seems awfully silly, since the other part of this 30 point trait reduced Steal CD to 21.5s. A 1 second daze already isn’t much for a 30 point trait, especially on a 21.5s cooldown.

It seems awful silly that you don’t consider the totality of what happens during this time.

Boons are set in a block priority system for removal, despite trying to cover boons.

Bountiful Theft steals two boons – of which aegis and stability are always at the top.

This allows the steal to ALWAYS daze, which should not be the case.

So, you have a few options here, of which I suggest nearly all of them – first in/last out for boons and condis would be the easiest. Second would be an ICD on Sleight of Hand. Third, but what I intentionally leave out, is addressing bountiful theft, which I think is fine. Whether a dev listens or anything is used is up in the air. However, there are two solid suggestions – address block-style priority for boon removal and/or ICD Sleight of Hand.

I would say that Bountiful theft is the only good way to remove stability in the game, since corrupt boon won’t touch stability if you have more than 5 boons on yourself (which, as a guardian, is very common), and won’t corrupt stability from lyssa ( again, very common).

I would not remove aegis( so if you have it you can have your boons stolen but you can block the daze) still i don’t really see the point since thief is barely viable and don’t know why you would nerf it any further, but whatever, it still makes sense ( steal is instant anyway, so blocking it via aegis is very hard if not impossible).

Cluster bomb has been already nerfed, it’s fine damage wise right now.

Right now there’s nothing i would nerf in thief kitten nal, if anything it needs to be buffed ( S/P, Support thief) while other proffs ( necro-engi-war-ranger) need to be brought down a little.

thiefs are a little too good right now, they are the best at backcapping and still offer pick-offs in team fights, or you could just run pistol whip and do stupid cleave in team fights and have better mobility than any other class along with stealth (which in itself creates map pressure) thiefs definately need to be toned down they have too many teleports / they need to be tankier but have less mobility

if i were to use TAS or run every matchup in the game with in-depth theorycrafting frame-by-frame i would bet that thief would win 98% of said matchups minimum

That’s why i see so many thieves on top teams.

Oh wait.

correct, almost every top team runs one— at least the ones that actually win do.

every single team thats successful right now runs a 10 30 0 0 30 thief for boon strip, its too strong and the current ini regen is too high

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Posted by: Deimos Tel Arin.7391

Deimos Tel Arin.7391

combustion shot is fine, the physical damage already took a -15% damage nerf.
the radius at level 3 adrenaline is supposed to be big.
just move out of the burning field to avoid the damage.

it’s a point capturing game- how about zerker stance doesnt allow point capping? adrenal skills need to use adrenaline even if they miss— pin down needs a better animation / slight cast time nerf, and hammer 4 needs to be 3/4 cast time

zerker stance does not grant burst damage immunity, so no. but my warrior dun use that skill anyway.

what if zerker stance only grant immunity to blind, chilled, crippled, fear, immobilzed, weakness and deals extra 20% damage at 50% health and extra 50% damage at 25% health?

adrenal skills drain adrenaline on miss? no. cannot agree on that. the 7-10 seconds recharge is already punishing enough.

pin down, better animation, 0.50 – 0.75 activation time i can live with that.
how about changing pin down into “long bow shout attack” ?

i.e. the warrior shouts “TO THE KNEE!” and then launches a fast moving (same arrow speed as of now) arrow to the knee after 0.75 seconds?

at least the victim gets a verbal warning right?
bonus for vigorous shouts warrior, more healing! and lung capacity means -20% recharge time?

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Posted by: Mrbig.8019

Mrbig.8019

Seems awfully silly, since the other part of this 30 point trait reduced Steal CD to 21.5s. A 1 second daze already isn’t much for a 30 point trait, especially on a 21.5s cooldown.

It seems awful silly that you don’t consider the totality of what happens during this time.

Boons are set in a block priority system for removal, despite trying to cover boons.

Bountiful Theft steals two boons – of which aegis and stability are always at the top.

This allows the steal to ALWAYS daze, which should not be the case.

So, you have a few options here, of which I suggest nearly all of them – first in/last out for boons and condis would be the easiest. Second would be an ICD on Sleight of Hand. Third, but what I intentionally leave out, is addressing bountiful theft, which I think is fine. Whether a dev listens or anything is used is up in the air. However, there are two solid suggestions – address block-style priority for boon removal and/or ICD Sleight of Hand.

I would say that Bountiful theft is the only good way to remove stability in the game, since corrupt boon won’t touch stability if you have more than 5 boons on yourself (which, as a guardian, is very common), and won’t corrupt stability from lyssa ( again, very common).

I would not remove aegis( so if you have it you can have your boons stolen but you can block the daze) still i don’t really see the point since thief is barely viable and don’t know why you would nerf it any further, but whatever, it still makes sense ( steal is instant anyway, so blocking it via aegis is very hard if not impossible).

Cluster bomb has been already nerfed, it’s fine damage wise right now.

Right now there’s nothing i would nerf in thief kitten nal, if anything it needs to be buffed ( S/P, Support thief) while other proffs ( necro-engi-war-ranger) need to be brought down a little.

thiefs are a little too good right now, they are the best at backcapping and still offer pick-offs in team fights, or you could just run pistol whip and do stupid cleave in team fights and have better mobility than any other class along with stealth (which in itself creates map pressure) thiefs definately need to be toned down they have too many teleports / they need to be tankier but have less mobility

if i were to use TAS or run every matchup in the game with in-depth theorycrafting frame-by-frame i would bet that thief would win 98% of said matchups minimum

That’s why i see so many thieves on top teams.

Oh wait.

correct, almost every top team runs one— at least the ones that actually win do.

In EU there’re actually 5 good thieves in top teams ( feel-ningyou-shad-starcraft-sizer) and they ALL happen to play in the best teams.

The fact that they still play thief is the sign there’s no competition at the moment ( and i seriously challenge ANYONE to prove me wrong) since you can be succesful with any build and spec as long as you’re skilled ( i’m rolling S/P and am succeful with it, IT MUST BE BROKEEEEEEEN).

Forsaker was running power necro with with scepter/dagger and staff lately, and they made it to last tournament FINALS. This explains basically everything.

(edited by Mrbig.8019)

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Posted by: Reevz.2617

Reevz.2617

combustion shot is fine, the physical damage already took a -15% damage nerf.
the radius at level 3 adrenaline is supposed to be big.
just move out of the burning field to avoid the damage.

it’s a point capturing game- how about zerker stance doesnt allow point capping? adrenal skills need to use adrenaline even if they miss— pin down needs a better animation / slight cast time nerf, and hammer 4 needs to be 3/4 cast time

zerker stance does not grant burst damage immunity, so no. but my warrior dun use that skill anyway.

what if zerker stance only grant immunity to blind, chilled, crippled, fear, immobilzed, weakness and deals extra 20% damage at 50% health and extra 50% damage at 25% health?

adrenal skills drain adrenaline on miss? no. cannot agree on that. the 7-10 seconds recharge is already punishing enough.

pin down, better animation, 0.50 – 0.75 activation time i can live with that.
how about changing pin down into “long bow shout attack” ?

i.e. the warrior shouts “TO THE KNEE!” and then launches a fast moving (same arrow speed as of now) arrow to the knee after 0.75 seconds?

at least the victim gets a verbal warning right?
bonus for vigorous shouts warrior, more healing! and lung capacity means -20% recharge time?

the problem i have with preventing blind/chill/cripple etc is that they are preventing proactive defense from the opposer—which isn’t good in terms of skilled play, though i guess you could argue differently. IMO proactive defense that isn’t blanket immunity is generally better for the game—and zerker stance blocks that for quite a long time in addition to giving a ton of adrenaline making it one of the most defensive and offensive skills in the game.

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Posted by: DoYourBestBear.6810

DoYourBestBear.6810

Scepter on power necro is incredibly strong.

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Posted by: Denshee.5917

Denshee.5917

On the topic of Elementalist.

- Meteor shower, what made it broken is that they buffed the radius of each individual meteor hit. The nerf should be to the radius of the individual meteor zones and not the area of the storm itself.

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Posted by: Chapell.1346

Chapell.1346

We all know how user friendly thief is when traited 30 in Trickery (well i guess,cos i can play it blindfolded. but,i am no trickster i kill enemy with feelings) I don’t have issue about initiative regenerations,cos i know how to use them well. maybe increasing the initiative cost on those x/pistol skill is more efficient (less spam watever you guys want to call it)

I don’t think decreasing damage on sbow is more potent, thieves are single burst and sbow is the only team weapon we have, decreasing sbow damage may affect my team initial burst(referring clash fights specially in mid node, like i said i know how to use my initiative well) a good thief knows how to pop in and pop out in a clash stealth/unstealth. my concerns is bug fixing that’s all

[Urge]
Between a master and apprentice, i would love to see the differences.

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Posted by: Mrbig.8019

Mrbig.8019

Scepter on power necro is incredibly strong.

Power necro is not.

Squishy.

Easy to focus

Weak to CC.

No escapes

Even forsaker ( the one playing that build) advocated how weak power necro is and why it couldn’t be run in serious tournaments.

Their team was just joking around with lolbuilds/comp( mesmer+ power necro= suicide in teamfights, infact Xerrex and Forsaker were ALWAYS first priorities and dropped like flies) and most probably it was nothing more than an experiment, still they made it to the finals.

Those teams were all made by simply skilled people, they basically never practice togheter aside maybe 2-3 of them.

They were basically superpugs.

This is how “sirius buzinezz” GW2 PvP is currently, and the reason why a power necro with scepter/dagger -Staff can make it to the finals.

ANd the reason why people still believe thieves are strong.

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Posted by: swiftpaw.6397

swiftpaw.6397

Yes, let’s nerf one of the only viable builds ranger has left into the ground and then not offer any buffs to any other areas of their class. Good idea.

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Posted by: Denshee.5917

Denshee.5917

On the topic of Warrior.

Berserker Stance, what breaks the skill is the duration, it wasnt used much pre buff for a reason. I would say you nerf it to 4 seconds, 5 seconds with stance duration. For it to still be a good choice, the fundamentals of condi application in the game need to be changed. At the moment main amount of condis are applied through aoe skills, it is hard to predict aoe skills hence why a 8 or 10 second immunity is good. If condis were applied through single target skills, a 4 second window would still be worth because it woudlnt be impossible to make great use of it. if you could predict the condi applications and not just got aoe flucked in a teamfight.

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Posted by: jmatb.6307

jmatb.6307

Deimos I’m sorry you’re bringing casual opinions to a thread that is meant to improve the competitive state of PvP, not the hotjoin and Solo Q environment that you are quite familiar with. Also, anybody who thinks Thief is a dead class is quite misinformed to put it very lightly.

I totally agree that AoE needs to be much less important to the outcome of fights and ought to just be what you use to take out minions/spirits/crutches.

The Portal repair cheese has long been a problem on Kyhlo and will become so even more now that Mesmer isn’t a waste of a roster spot.

The charged skill idea got me brainstorming actually and wanted to throw some skills in that would be epic if it got those effects.

Warrior

Bull’s Charge – the skill has an optional charge up time up to 2 seconds, where a fully charged Bull’s Charge stuns for 3 seconds instead of the base effect. Any charge up less than maximum does not change knock down effect.

Ranger

Whirling Defense – the skill has an optional charge up time up to 2 seconds, where a fully charged Whirling Defense’s activation time becomes 2 seconds, down from 5.25 seconds. Any charge up less than maximum does not change the skill’s effect.

Necromancer

Ghastly Claws – the skill has an optional charge up time up to 2 seconds, where a fully charged Ghastly Claws activates in 1 second, rather than its base activation time. Any charge up less than maximum does not change the skill’s effect.

Thief

Dancing Dagger – the skill has an optional charge up time up to 2 seconds, where a fully charged Dancing Dagger hits for 886 base damage instead of its base damage. Any charge up less than maximum does not change the skill’s effect. The charge up cannot be executed in stealth. (Risk-Reward. A burst thief that spends 2 seconds charging up an attack should get a big return on it).

Edit: Bear, I wish you good luck in relations with all these incredibly enlightened and well read intellectuals that compose the Guild Wars 2 PvP forum. The superior brain capacity and understanding of the game must be daunting to contend with.

(edited by jmatb.6307)

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Posted by: Deimos Tel Arin.7391

Deimos Tel Arin.7391

hey jmatb you can’t brush off casual’s opinions too.
the skills changes affects all part of the game, not only sPvP.

do remember that they are casual players who play all of gw2 – PvE / WvW / sPvP and not just sPvP alone.

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Posted by: DoYourBestBear.6810

DoYourBestBear.6810

you can’t brush off casual’s opinions

That’s just it. Something in need of balance is not based on an opinion. I started out saying that if you wanted the equations, algorithms, math, or rationale, to let me know. You do NOT balance based around “feelings.”

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Posted by: Deimos Tel Arin.7391

Deimos Tel Arin.7391

you can’t brush off casual’s opinions

That’s just it. Something in need of balance is not based on an opinion. I started out saying that if you wanted the equations, algorithms, math, or rationale, to let me know. You do NOT balance based around “feelings.”

your proposal to healing signet will make warriors paper dolls again just like during launch. how is that balance?

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Posted by: Arganthium.5638

Arganthium.5638

There’s a heck of a lot of stuff that I disagree with in your analysis, but since it would be too long for me to fully detail everything (I mean, I could do it, I’ve done similar things before, but… It’s a lot), I’ve decided to stick to my soulmate class, the thief.

Thief – initiative regen reduced to 0.8/second; build diversity requires a 1.1khp base increase at level 80
Skills
Cluster Bomb – damage reduced by 12.5%

Shelk Venom – recharge reduced to 40 seconds

Traits
Improvisation – changed description from bundle to possessing a stolen skill

Sleight of Hand – Internal cool down of 30 seconds

First of all- I agree about reducing the initiative recharge… But only if the nerfs to our traits that granted init were undone. If initiative is brought to .8 per second but the initiative nerfs to traits like QR, Kleptomaniac, Opportunist, and other similar traits remain the same, then your change will kill the thief. There’s absolutely no doubt about this.

I’m not sure how you got the 1.1k buff, but if you think that’s going to increase build diversity, it’s not. In fact, if anything, it could very well decrease build diversity. One of the major advantages that builds running 20-30 points in Acro (typically sword builds) has over other builds (D/D, D/P, and P/D builds) is that we get extra vitality that those other builds don’t get, and thus extra defense. The marginal benefit to those lower-vitality builds is going to be much higher than for the higher-vitality ones, if you know any economics, and the net result is going to be that dagger builds are going to dominate sword builds further and sword is going to continue on its path to oblivion.

Cluster Bomb… This skill already has an incredibly obvious animation (unless you’re standing extremely close to a thief), and moves extremely slowly, and deals fairly average damage for a non-auto attack.

Skelk Venom is a horrible healing skill and probably always will be. It’s a venom. As I like to say,

There are two types of players: people who think that the new thief heal is good, and people who have tried thief venoms before.

Improvisation is one of the thief’s worst traits (it’ll probably screw you over more than it’ll help you). Changing the text for the trait will not help it become any better.

Sleight of Hand- a 1 second daze on a 20 second CD now becomes a 1 second daze on a 30 second cool down! Yay!

EDIT: this post has inspired me to make something similar, though…

Thief|Mesmer|
Theorycrafter

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Posted by: Mike.4830

Mike.4830

Yes, let’s nerf one of the only viable builds ranger has left into the ground and then not offer any buffs to any other areas of their class. Good idea.

well swift PAW seeing your a ranger, mabye you should play traps or stick with spirits because it will still work, it just wont be extremely strong

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Posted by: Acandis.3250

Acandis.3250

you can’t brush off casual’s opinions

That’s just it. Something in need of balance is not based on an opinion. I started out saying that if you wanted the equations, algorithms, math, or rationale, to let me know. You do NOT balance based around “feelings.”

your proposal to healing signet will make warriors paper dolls again just like during launch. how is that balance?

It will not make warriors “paper dolls” as you so claim. It will force warriors to look at other Heal Skill options (there are other 3, you know?) for builds without high Healing Power. And it would probably also require you to bind your Heal Skill, which might be more buttons than you’re currently comfortable pressing, but I think you’ll be ok.

Also, warriors were never paper dolls. They were very tanky, what brought them down really quickly were conditions and they lacked proper tools to deal with conditions. Once they got Cleansing Ire and the new Berserker Stance they were fine. But ANet accidentally buffed Healing Signet too, and then they buffed Berserker Stance again. oops.

If you have to take a different healing skill depending on what role you want to play, I consider that balanced.

If you have to take the same healing skill on all specs because it’s too kittening good, that’s not balanced.

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Posted by: Mike.4830

Mike.4830

you can’t brush off casual’s opinions

That’s just it. Something in need of balance is not based on an opinion. I started out saying that if you wanted the equations, algorithms, math, or rationale, to let me know. You do NOT balance based around “feelings.”

your proposal to healing signet will make warriors paper dolls again just like during launch. how is that balance?

It will not make warriors “paper dolls” as you so claim. It will force warriors to look at other Heal Skill options (there are other 3, you know?) for builds without high Healing Power. And it would probably also require you to bind your Heal Skill, which might be more buttons than you’re currently comfortable pressing, but I think you’ll be ok.

Also, warriors were never paper dolls. They were very tanky, what brought them down really quickly were conditions and they lacked proper tools to deal with conditions. Once they got Cleansing Ire and the new Berserker Stance they were fine. But ANet accidentally buffed Healing Signet too, and then they buffed Berserker Stance again. oops.

If you have to take a different healing skill depending on what role you want to play, I consider that balanced.

If you have to take the same healing skill on all specs because it’s too kittening good, that’s not balanced.

I agree thats too many buttons, lets not add more, that will make it too difficult to play and the skill floor is already so high

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Posted by: Arganthium.5638

Arganthium.5638

Looking at others’ comments, I have this to say: if you’re going to argue with math or other logically/scientifically based arguments, then you’d better have more than personal feelings or personal experience to back those arguments up.

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Posted by: glaphen.5230

glaphen.5230

On the topic of Warrior.

Berserker Stance, what breaks the skill is the duration, it wasnt used much pre buff for a reason. I would say you nerf it to 4 seconds, 5 seconds with stance duration. For it to still be a good choice, the fundamentals of condi application in the game need to be changed. At the moment main amount of condis are applied through aoe skills, it is hard to predict aoe skills hence why a 8 or 10 second immunity is good. If condis were applied through single target skills, a 4 second window would still be worth because it woudlnt be impossible to make great use of it. if you could predict the condi applications and not just got aoe flucked in a teamfight.

Hah did you even know what Berserker Stance did before it was buffed? It used to be half a bar of adrenaline per second for 8 seconds on a 25 second cooldown and that was it. It was remade since it was useless when you had Signet of Fury give a full bar when you needed it and a passive precision boost when not needed.

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Posted by: Arganthium.5638

Arganthium.5638

Also, one last thing to add: I don’t support immediately dropping Healing Signet to 200 HPS, or anything to that effect. I want it to be nerfed in small amounts of 20 to 50 HPS over a few nerfs that are close to one another, so that we don’t put warrior back into the Stone Age again.

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Posted by: Mike.4830

Mike.4830

On the topic of Warrior.

Berserker Stance, what breaks the skill is the duration, it wasnt used much pre buff for a reason. I would say you nerf it to 4 seconds, 5 seconds with stance duration. For it to still be a good choice, the fundamentals of condi application in the game need to be changed. At the moment main amount of condis are applied through aoe skills, it is hard to predict aoe skills hence why a 8 or 10 second immunity is good. If condis were applied through single target skills, a 4 second window would still be worth because it woudlnt be impossible to make great use of it. if you could predict the condi applications and not just got aoe flucked in a teamfight.

Hah did you even know what Berserker Stance did before it was buffed? It used to be half a bar of adrenaline per second for 8 seconds on a 25 second cooldown and that was it. It was remade since it was useless when you had Signet of Fury give a full bar when you needed it and a passive precision boost when not needed.

Get juggled denshee

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Posted by: Mike.4830

Mike.4830

I HAVE NOTHING USEFUL TO ADD

is that boneless?

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Posted by: glaphen.5230

glaphen.5230

you can’t brush off casual’s opinions

That’s just it. Something in need of balance is not based on an opinion. I started out saying that if you wanted the equations, algorithms, math, or rationale, to let me know. You do NOT balance based around “feelings.”

your proposal to healing signet will make warriors paper dolls again just like during launch. how is that balance?

It will not make warriors “paper dolls” as you so claim. It will force warriors to look at other Heal Skill options (there are other 3, you know?) for builds without high Healing Power. And it would probably also require you to bind your Heal Skill, which might be more buttons than you’re currently comfortable pressing, but I think you’ll be ok.

Also, warriors were never paper dolls. They were very tanky, what brought them down really quickly were conditions and they lacked proper tools to deal with conditions. Once they got Cleansing Ire and the new Berserker Stance they were fine. But ANet accidentally buffed Healing Signet too, and then they buffed Berserker Stance again. oops.

If you have to take a different healing skill depending on what role you want to play, I consider that balanced.

If you have to take the same healing skill on all specs because it’s too kittening good, that’s not balanced.

http://wiki.guildwars2.com/wiki/Shelter
http://wiki.guildwars2.com/wiki/Healing_Turret
http://wiki.guildwars2.com/wiki/Healing_Spring
http://wiki.guildwars2.com/wiki/Withdraw
http://wiki.guildwars2.com/wiki/Ether_Feast
http://wiki.guildwars2.com/wiki/Consume_Conditions

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Posted by: swiftpaw.6397

swiftpaw.6397

Yes, let’s nerf one of the only viable builds ranger has left into the ground and then not offer any buffs to any other areas of their class. Good idea.

well swift PAW seeing your a ranger, mabye you should play traps or stick with spirits because it will still work, it just wont be extremely strong

That’s the name of my guardian. To be clear, I play guardian as my main character.

  • you’re*
  • maybe*

Now my issue is not with nerfing a boring build, it’s with taking away one of the only viable builds that class has. The class will not be competitive with other classes unless it provides something else. Personally I would like to see power ranger become more popular.

Grandmaster Forum Mind Brain
|-Swiftpaw Sharpclaw [DnT]-|

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Posted by: Arganthium.5638

Arganthium.5638

you can’t brush off casual’s opinions

That’s just it. Something in need of balance is not based on an opinion. I started out saying that if you wanted the equations, algorithms, math, or rationale, to let me know. You do NOT balance based around “feelings.”

your proposal to healing signet will make warriors paper dolls again just like during launch. how is that balance?

It will not make warriors “paper dolls” as you so claim. It will force warriors to look at other Heal Skill options (there are other 3, you know?) for builds without high Healing Power. And it would probably also require you to bind your Heal Skill, which might be more buttons than you’re currently comfortable pressing, but I think you’ll be ok.

Also, warriors were never paper dolls. They were very tanky, what brought them down really quickly were conditions and they lacked proper tools to deal with conditions. Once they got Cleansing Ire and the new Berserker Stance they were fine. But ANet accidentally buffed Healing Signet too, and then they buffed Berserker Stance again. oops.

If you have to take a different healing skill depending on what role you want to play, I consider that balanced.

If you have to take the same healing skill on all specs because it’s too kittening good, that’s not balanced.

http://wiki.guildwars2.com/wiki/Shelter
http://wiki.guildwars2.com/wiki/Healing_Turret
http://wiki.guildwars2.com/wiki/Healing_Spring
http://wiki.guildwars2.com/wiki/Withdraw
http://wiki.guildwars2.com/wiki/Ether_Feast
http://wiki.guildwars2.com/wiki/Consume_Conditions

I’m sorry? Do you like linking skills that people currently have bound to their keyboard?

It’s not his first time.

Yes, no other class has damage that high but every other class has skills that do comparable damage and are easier to hit with.
http://wiki.guildwars2.com/wiki/Jump_Shot
http://wiki.guildwars2.com/wiki/Fire_Grab
http://wiki.guildwars2.com/wiki/Backstab
http://wiki.guildwars2.com/wiki/Mind_Wrack
http://wiki.guildwars2.com/wiki/Phantasmal_Swordsman
http://wiki.guildwars2.com/wiki/Maul_%28ranger_greatsword_skill%29
http://wiki.guildwars2.com/wiki/Whirling_Wrath
http://wiki.guildwars2.com/wiki/Whirling_Axe_%28stolen_skill%29
http://wiki.guildwars2.com/wiki/Pry_Bar
http://wiki.guildwars2.com/wiki/Smite
http://wiki.guildwars2.com/wiki/Zealot%27s_Defense
http://wiki.guildwars2.com/wiki/Well_of_Suffering
http://wiki.guildwars2.com/wiki/Deathly_Claws
http://wiki.guildwars2.com/wiki/Lava_Font
http://wiki.guildwars2.com/wiki/Meteor_Shower
http://wiki.guildwars2.com/wiki/Churning_Earth

Wanna know what they all have in common? Mobility, range, AoE, area denial and of course non obvious animations. If a Warrior uses axe all you have to do is stay 301 range away from him and he will never hit you. The only ways he can possibly get close is by using his other weapon set as sword or greatsword. If he uses those he has no cc besides possibly using Bull’s Charge or Tremor mace off hand which both have obvious animations. So all you have to do is be ready to dodge when he switches to axe since sword and greatsword don’t do very good damage besides one or two skills. Sword doesn’t do much besides Final Thrust which has a 3/4 second cast time and he will only use it when you are at 50% hp or less. Greatsword does 0 damage unless you stand in Hundred Blades or the stars align and Rush hits a target.

LMAO WTF

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Posted by: Mike.4830

Mike.4830

you can’t brush off casual’s opinions

That’s just it. Something in need of balance is not based on an opinion. I started out saying that if you wanted the equations, algorithms, math, or rationale, to let me know. You do NOT balance based around “feelings.”

your proposal to healing signet will make warriors paper dolls again just like during launch. how is that balance?

It will not make warriors “paper dolls” as you so claim. It will force warriors to look at other Heal Skill options (there are other 3, you know?) for builds without high Healing Power. And it would probably also require you to bind your Heal Skill, which might be more buttons than you’re currently comfortable pressing, but I think you’ll be ok.

Also, warriors were never paper dolls. They were very tanky, what brought them down really quickly were conditions and they lacked proper tools to deal with conditions. Once they got Cleansing Ire and the new Berserker Stance they were fine. But ANet accidentally buffed Healing Signet too, and then they buffed Berserker Stance again. oops.

If you have to take a different healing skill depending on what role you want to play, I consider that balanced.

If you have to take the same healing skill on all specs because it’s too kittening good, that’s not balanced.

http://wiki.guildwars2.com/wiki/Shelter
http://wiki.guildwars2.com/wiki/Healing_Turret
http://wiki.guildwars2.com/wiki/Healing_Spring
http://wiki.guildwars2.com/wiki/Withdraw
http://wiki.guildwars2.com/wiki/Ether_Feast
http://wiki.guildwars2.com/wiki/Consume_Conditions

I’m sorry? Do you like linking skills that people currently have bound to their keyboard?

It’s not his first time.

Yes, no other class has damage that high but every other class has skills that do comparable damage and are easier to hit with.
http://wiki.guildwars2.com/wiki/Jump_Shot
http://wiki.guildwars2.com/wiki/Fire_Grab
http://wiki.guildwars2.com/wiki/Backstab
http://wiki.guildwars2.com/wiki/Mind_Wrack
http://wiki.guildwars2.com/wiki/Phantasmal_Swordsman
http://wiki.guildwars2.com/wiki/Maul_%28ranger_greatsword_skill%29
http://wiki.guildwars2.com/wiki/Whirling_Wrath
http://wiki.guildwars2.com/wiki/Whirling_Axe_%28stolen_skill%29
http://wiki.guildwars2.com/wiki/Pry_Bar
http://wiki.guildwars2.com/wiki/Smite
http://wiki.guildwars2.com/wiki/Zealot%27s_Defense
http://wiki.guildwars2.com/wiki/Well_of_Suffering
http://wiki.guildwars2.com/wiki/Deathly_Claws
http://wiki.guildwars2.com/wiki/Lava_Font
http://wiki.guildwars2.com/wiki/Meteor_Shower
http://wiki.guildwars2.com/wiki/Churning_Earth

Wanna know what they all have in common? Mobility, range, AoE, area denial and of course non obvious animations. If a Warrior uses axe all you have to do is stay 301 range away from him and he will never hit you. The only ways he can possibly get close is by using his other weapon set as sword or greatsword. If he uses those he has no cc besides possibly using Bull’s Charge or Tremor mace off hand which both have obvious animations. So all you have to do is be ready to dodge when he switches to axe since sword and greatsword don’t do very good damage besides one or two skills. Sword doesn’t do much besides Final Thrust which has a 3/4 second cast time and he will only use it when you are at 50% hp or less. Greatsword does 0 damage unless you stand in Hundred Blades or the stars align and Rush hits a target.

LMAO WTF

Churnning Earth and meteor shower are so hidden i also get hit by them

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Posted by: jmatb.6307

jmatb.6307

Swiftpaw you have to expect several errors in not only judgment but spelling, basic command of the English language, and player skill when getting feedback from the one known as Backpack

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Posted by: Arganthium.5638

Arganthium.5638

you can’t brush off casual’s opinions

That’s just it. Something in need of balance is not based on an opinion. I started out saying that if you wanted the equations, algorithms, math, or rationale, to let me know. You do NOT balance based around “feelings.”

your proposal to healing signet will make warriors paper dolls again just like during launch. how is that balance?

It will not make warriors “paper dolls” as you so claim. It will force warriors to look at other Heal Skill options (there are other 3, you know?) for builds without high Healing Power. And it would probably also require you to bind your Heal Skill, which might be more buttons than you’re currently comfortable pressing, but I think you’ll be ok.

Also, warriors were never paper dolls. They were very tanky, what brought them down really quickly were conditions and they lacked proper tools to deal with conditions. Once they got Cleansing Ire and the new Berserker Stance they were fine. But ANet accidentally buffed Healing Signet too, and then they buffed Berserker Stance again. oops.

If you have to take a different healing skill depending on what role you want to play, I consider that balanced.

If you have to take the same healing skill on all specs because it’s too kittening good, that’s not balanced.

http://wiki.guildwars2.com/wiki/Shelter
http://wiki.guildwars2.com/wiki/Healing_Turret
http://wiki.guildwars2.com/wiki/Healing_Spring
http://wiki.guildwars2.com/wiki/Withdraw
http://wiki.guildwars2.com/wiki/Ether_Feast
http://wiki.guildwars2.com/wiki/Consume_Conditions

I’m sorry? Do you like linking skills that people currently have bound to their keyboard?

It’s not his first time.

Yes, no other class has damage that high but every other class has skills that do comparable damage and are easier to hit with.
http://wiki.guildwars2.com/wiki/Jump_Shot
http://wiki.guildwars2.com/wiki/Fire_Grab
http://wiki.guildwars2.com/wiki/Backstab
http://wiki.guildwars2.com/wiki/Mind_Wrack
http://wiki.guildwars2.com/wiki/Phantasmal_Swordsman
http://wiki.guildwars2.com/wiki/Maul_%28ranger_greatsword_skill%29
http://wiki.guildwars2.com/wiki/Whirling_Wrath
http://wiki.guildwars2.com/wiki/Whirling_Axe_%28stolen_skill%29
http://wiki.guildwars2.com/wiki/Pry_Bar
http://wiki.guildwars2.com/wiki/Smite
http://wiki.guildwars2.com/wiki/Zealot%27s_Defense
http://wiki.guildwars2.com/wiki/Well_of_Suffering
http://wiki.guildwars2.com/wiki/Deathly_Claws
http://wiki.guildwars2.com/wiki/Lava_Font
http://wiki.guildwars2.com/wiki/Meteor_Shower
http://wiki.guildwars2.com/wiki/Churning_Earth

Wanna know what they all have in common? Mobility, range, AoE, area denial and of course non obvious animations. If a Warrior uses axe all you have to do is stay 301 range away from him and he will never hit you. The only ways he can possibly get close is by using his other weapon set as sword or greatsword. If he uses those he has no cc besides possibly using Bull’s Charge or Tremor mace off hand which both have obvious animations. So all you have to do is be ready to dodge when he switches to axe since sword and greatsword don’t do very good damage besides one or two skills. Sword doesn’t do much besides Final Thrust which has a 3/4 second cast time and he will only use it when you are at 50% hp or less. Greatsword does 0 damage unless you stand in Hundred Blades or the stars align and Rush hits a target.

LMAO WTF

Churnning Earth and meteor shower are so hidden i also get hit by them

Well, y’know how it is- those two spells with their insta-casts, incredibly quiet animation noises, extremely unpredictable AoE’s, and lack of cast-time vulnerability to the caster. Just too difficult.

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Posted by: Proven.2854

Proven.2854

How can you present an argument like this? You say we’re arguing against math, but you don’t present it. You’re making an assertion with these balance changes. The onus of proof is on you. I should not have to ask for your evidence behind these assertions. They should be presented right in the posts. It doesn’t matter how long it would make the posts. Or at the very least you could have a link to a doc someone could read for the details.

Otherwise all you’re going to get are pats on the back from people that already agree with you without caring about all the details and getting called trash by people that don’t agree with you and would need the math presented first before you could convince them.

Call me Smith.

(edited by Proven.2854)

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Posted by: DoYourBestBear.6810

DoYourBestBear.6810

Actually, I think you should – I hope you realize each assertion is accompanied by about a page long mathematical flow that includes cross-skill/trait and cross-class comparisons.

Additionally, no one asks any balance patch for the logical assertion for any changes and I’m presenting you with a unique opportunity.

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Posted by: faeral.7120

faeral.7120

Ranger
Skills

Spirits – all non-elite spirit passive effect radii are decreased to 650; actives are decreased to 240 radii

i would say 900 range for passives to line up with axe & shortbow range ( 100 range reduction ). the radius for spirit actives is already 240. it’s a GM trait now to increase by 120, this could be shaved to +60 to match other AoE increase traits.

Spirit of Nature – recharge increased to 200 seconds; passive heal tick reduced to 300hps

yep the passive heal is very strong. should be 320, as indicated by the tooltip. recharge is ok atm, 3 mins guaranteed downtime. this elite has a fair amount of counterplay, but the passive heal currently makes that counterplay a bit less effective than it should be outside of a full teamfight.

Sword – decrease of evasion frame durations during auto-attack by 25%

are you talking about greatsword auto evade? b/c 1h sword has no evade frames on auto. the GS is one of our most balanced weapons ( with abysmal trait placement ), i wouldn’t touch the auto.

sword2 has counterplay by means of 0.5s startup, the evades that have no startup are sword3, shortbow3 & dagger4.

have to be careful with balancing evades, as this will dramatically affect any spec of ranger that isn’t full condi bunker. if evades were truly out of control, then power rangers would be making good enough use of them to be viable.

it is the conjunction of max toughness + perma-prot ( +30% from Nature line, +20% from Forge runes means +3s Prot on every dodge above & beyond Stone Spirit & Forge procs ) that makes the spirit ranger so durable.

Traits
Bark Skin – damage reduction reduced to 45%

Sure.

Empathetic Bond – is now activated on pet swap; 3 conditions transferred to pet; recharge time of 12 seconds

makes it an active defense which is good, but is a substantial nerf to pet survivability. most non-rangers don’t realize this, but the time between your 1st in-combat petswap & the 2nd is the most dangerous time for your pet, so starting a petswap with condis running puts your pet behind the curve. recharge time doesn’t matter, because the recharge would now be based off petswap recharge ( 20s/16s ), which would be a massive nerf.

i would still support this change, so long as it comes alongside substantial buffs to support pets so the tanky ranger could actively contribute more to the teamfight. ( eg. a condi transfer F2 would have obvious synergy )

Runes
Lyssa – ICD of 60 seconds

fo sho.

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Posted by: Cynz.9437

Cynz.9437

make points radius bigger like graveyard for example…. here i particulary fixed aoe spam issue

All is Vain~
[Teef] guild :>

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Posted by: Chaith.8256

Chaith.8256

Lookin’ pretty smart with your ‘feelings’-free and bias-free claims towards your proposals, lol.

I hope you realize each assertion is accompanied by about a page long mathematical flow that includes cross-skill/trait and cross-class comparisons.

Even if you did post any rationales, algorithms, equations, for any of the big proposals, it’s very obvious that you are more knowledgeable about certain professions than others. Of these professions which you’re highly knowledgeable about, you’re making some assertions (not all) based on your personal experiences, as opposed as to what needs to be done for proper balance.

Also, 200 pages of cross-profession calculations do not mean your cause is righteous if you don’t properly take into context the entire profession’s uniqueness, as well as overall tPvP viability.

Forum Lord Chaith
Twitch.tv/chaithh
New Twitter: @chaithhh

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Posted by: milo.6942

milo.6942

bear idk u, but u make me feel warm and fuzzy inside
u almost make me think this game could be good

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Posted by: KarlaGrey.5903

KarlaGrey.5903

The Bear Balance Document
General

With AoE rebalancing – AoE target cap increased to 8 targets – the aim is to slowly decrease the power and effectiveness of AoE skills to a point of balance relative to single target skills and abilities and a hedge against AI clutter

Introduction of skill/charge shots – increase the depth of game play for some skills and classes, allows for deeper sense of counter play and more inter-combat options

z-axis and ai/players getting stuck

Portal no longer transports repair kit

Weren’t charged shots actually in the game during the alpha/beta phases? The change would be good, but chances to have a removed feature reimplemented tend to be pretty slim, normally.

Player blocking is good and all, but as soon as you add in the ‘petting zoo’ it becames stupid. I mean, just imagine the agony of classes without teleports, not to mention the likely return of the notorious rubber banding associated with body blocking, usually due to some random rock or minion standing in your way.

Also, idk if buffing guardians (higher base hp) would be a very good call. Last time I checked they were quite the beasts in various aspects, both offensive and defensive.

Moreover, as one peson pointed out, increasing the size of nodes would solve most aoe-related issues, bar for the spam on downed targets. The sole reason aoe has such a prominent role is the relatively small size of most nodes, partially because maps are in general too small (compare them to GW1 gvg maps for reference).

Overall, the list contains some good changes, but it is only a start.

I’d also note one particular game design that greatly impedes variety – weapon-bound skills.
Ok, you have less useless basic skills and the ‘learning curve’ associated with making a good build has been reduced significantly, if not removed altogether. Instead, it is whole weapon sets now which are useless, coupled with underused utilities, often because they’re rather ill-designed (in comparison to the alternatives). In the end, we have, proportion-wise, the same result as on GW1 (i.e. plenty of useless skills/utilities across all proffessions), but with a significantly smaller build variety because of the restrictions imposed by the concept of binding skills to a particular weapon.

Unbinding skills to weapons sounds like a good stepping stone to increasing variety, and although it’d likely cause new issues, I dare say it’d also solve many old ones. But what’s most important, it would give the player the option to create their own builds again, which was one of the charms that made/makes the predecessor as great as it did/does.

RIP ‘gf left me coz of ladderboard’ Total views: 71,688 Total posts: 363

(edited by KarlaGrey.5903)

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Posted by: Chapell.1346

Chapell.1346

Lol man so much teh hate, come on get along. too much seriousness in this kittening thread

On a more more positive note, +1 to OP wish you a true balance and more maths in this holiday. Merry Christmas all

[Urge]
Between a master and apprentice, i would love to see the differences.

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Posted by: DoYourBestBear.6810

DoYourBestBear.6810

@faeral – I agree regarding empathetic bond. Bringing the pet swap cooldown to something between or at 10-12 seconds would increase pet survivability because you can swap them out more often during combat. With that reduction, the incoming pet would receive the conditions. The issue presently is that with EB being passive, you cannot control which pet receives the conditions unless you run a timer on the empathetic bond starting – which is difficult in a match, to say the least about attempting to run a timer on this trait.

@Chaith – I’m sorry you feel that way, but I did not do this by myself. I consulted with several other players I considered both knowledgeable, experienced, and that played the game with a working knowledge that rivaled or surpassed my own who were also playing at competitive levels.

@Karla – agreed on guardian changes. The issue is that there is only one tournament viable guardian build (bunker). Increasing the base health of any class allows for the most used amulet and build templates to be reconsidered while still inviting the creative thought to play a role in more varied build creation. When you look at the three classes with the lowest health pools, they have been pigeon-holed, competitively, into one position – guardian bunker, burst thief, and glass/dps ele. Thief has been stuck as burst/high dps sustain on account of base health and the scaling of the damage skills (low base damage, high volume damage modifiers); guardian has been stuck because of a large volume of support traits and skills in addition to low health (you need more armor and sustain to perform those same support functions without collapsing); elementalist has been stuck because of the reliance on both water and arcane trait lines to compensate for a lower health pool in providing sustain, so you go glass burst, much like the thief. It’s a rock and hard place to be sure.

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Posted by: KarlaGrey.5903

KarlaGrey.5903

Haven’t all classes been more or less pidgeon-holed into one position though, when it comes to competitive pvp though?
After all, the thief also has a rather well-working attrition build (bleed/cripple spam, cond removal on stealthing etc. don’t recall the exact name or which weap sets it used), but it revolves around high stealth up time and usually takes a while to kill, consequently making it rather obsolete in node-based conquest (one could argue the game format itself, not only weapon sets, is also a limiting factor to build variety in that regard).
The guardian offensive builds have quite a punch, but as you said, they are pidgeon-holed into the bunker position and outperformed by thieves in roaming positions. Again, the blame lies on the format itself, too.
Can’t really comment on the eles, but if their HP would be upped, sustain would need to be adjusted accordingly.

Moreover, I still believe unbinding skills to weapons would bring in a lot of needed variety, but it is just one of the things that ought being changed..or rather, that ought being preserved as legacy from GW1.

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(edited by KarlaGrey.5903)

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Posted by: Chaith.8256

Chaith.8256

General
With AoE rebalancing – AoE target cap increased to 8 targets

Good for PvP in theory. Unfortunately, this has huge PvE and WvW impact. AoEs hit 60% more things now?

Blocking priority system that has aegis as the last block to be used up.

Sounds like a reasonable buff to Guardians with blocks.

Repair both conditions and boons to be first in, last out

As for the boon removal priority, I’m not sure about that. Actively USING a boon rip at the right time needs to be protected as a viable strategy. Your proposed system will allow for Guardians to hide stability very well under bunch of boons – boon removal is only made widespread by the Thief’s Bountiful Theft and the rare Mesmer’s Shattered Concentration in the current competitive scene. I think that generating a ton of boons as a counter to boon ripping is an unhealthy, spammy form of counterplay compared to managing a cooldown to rip stability off at a clutch moment.

As for condition removal, again, I feel the strategy needs to be viable on the side of the person actively USING the condition removal. The pre-determined condition removal priority has to go – the person using the Condition Removal at the clutch time to get immobilize off should not automatically take off every single condition before getting to the immobilize.

Immobilization Stacking eliminated

Good.

Portal no longer transports repair kit

This has been a contended issue since the beginning, meh – you can still pick the kit up, and Shadow Refuge until it’s repaired. Where to draw the line? I’d like to see the page of math, if possible.

Guardian – base health increased by 1.5k at level 80 to increase build diversity

A significant baseline buff to Guards. This is clunky, as there are only 3 health tiers which the professions each fit exactly. What you’re suggesting has some merit, but it needs to be done in a smoother way.

The bunker Guardian is pretty much a given in competitive tPvP. This is just uncalled for.

Banish – is now a chargeable skill

This is a clear buff to Guardian’s banish to allow it to be be super unpredictable if desired, and usable in many more situations.

Scepter – auto attack orb travel speed increased by 12.5% and damage is decreased 5%

This is a small buff to Guardian’s Scepter auto-attack damage.

Signet of Mercy – cast time decreased to 2.5 seconds, recharge at 120 seconds

This is a clear buff to Guardian Support – 33% reduction in cast time, and 20% reduction in cooldown.

Renewed Focus – increased duration to 3 seconds

This is a clear buff to Guardian survivability across the board.

Tomes: recharge reduced to 150 seconds: Tome of Wrath: Judgment – cast time decreased. Conflagrate – base damage increased.

17% recharge reduction to tomes, 20% damage buff to Tome of Wrath Auto-attack. Fair buffs.

Traits
Kindled Zeal – moved to master tier

Zealous Blade – moved to GM tier, increase damage of GS attacks by 10%

Valorous Defense – cooldown reduced to 60 seconds

Glacial Heart – chance on critical hit increased to 100%

4 more minor buffs to underpowered traits.

Bear, I’m starting to notice a pattern here. You main a Guardian, and 12/12 or so of your Guardian suggestions were all either reasonable buffs to underpowered traits, or blatant survivability buffs to Guardians across the board, who definitely don’t need any developer help in obtaining permanent spots in competitive tPvP. At the same time, you denounce power creep as you advocate it. All these huge nerfs to other classes, and Guardian buffs all around? Come on.

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Posted by: Chaith.8256

Chaith.8256

CONTD!

Necromancer

Grasping Dead – reduced physical damage by 12%

Feast of Corruption – reduced damage per condition to 5%

Signet of Spite – reduced condition durations by 50%

Lich Form – Deathly Claws – 10% decrease in base damage

Traits

Training of the Master – decreased damage increase to 25%

Siphoned Power – health threshold to 65% for trigger

Withering Precision – moved to master tier, recharge increased to 25 seconds & Terror – moved to grandmaster tier

Gluttony – reduced to 5%

To summarize: 1) A handful of small Power Necro nerfs. 2) Giving Signet of Spite the axe. 3) A big nerf to the current top condition burst Build. 4) 5% Nerf to traited Minions.

Necros are pulling numbers & spammy, devastating attacks that are definitely above the curve, in test-dummy scenarios. If Necromancers were allowed to run free, more people would see that they are indeed, out of line. Unfortunately, this leaves many things to be desired.

1) Necros are on the ropes in tPvP viability. Warriors, Thieves, and anyone else riding the CC pain train will poop on your Power/Condition necro. Only Minionmancers are commonly getting play in solo queue & team queue as of late. This is just one of the shortcomings of your ‘mathz’ – you advocate massive nerfs for builds that are already kept in check by external factors, like the presence of counter-comps. For God’s sake, leave the ‘power scepter’ Necro alone, too.

2) There’s little that’s suggested that could help to improve the counterplay & possible strategies when trying to deal with being attacked by a Necro. You can’t tell when/where the ground targeted abilities are coming – have fun rando-dodging when a Necro opens on you, and proceeds to mash Staff 2-3-5, Scepter 2-5-3, DS, 2-3-5-4 on you, without any phucks given to if you’re able to dodge. Spammity spam spam. This is where we need balance attention.

3) Your suggested change to axe Signet of Spite in half is too heavy handed. Signet of Spite is not a must-have for every Necro. Let’s try a 30% reduction for starters. 7s base, or 9s with 30% condition duration. It definitely beats the 10s base, or 13s with 30% condition duration

Warrior – Reduce base health at level 80 by 1k

Healing Signet – Passive tick reduced to 200hps with healing power scaling coefficient of 0.175

Berserker Stance – reduces condition duration by 95% for the duration of the stance

Combustive Shot – radius at 3 levels of adrenaline reduced to 300, 220 at 2, and 140 at 1

Extremely heavy handed changes here .. but I understand where you’re coming from. Ok, so I don’t like base HP changes for reasons I’ve stated before – every profession falls into a specific category. Reducing the Warrior Signet heal from 392 base to 200 base is something I can get behind, if you can get around 450 healing from it when you’re a full Clerics bunker. Bunkers would still take Healing Signet, but the meta builds would definitely think about turning towards Healing Surge, IMO. I would support this change going in, as opposed to nothing.

Berserker Stance change: very fair, and only would serve as a tiny kitten in what, for all purposes, is a pretty kitten unstoppable ability in the right circumstances.

What’s missing: Still no reason for some select brainless Warriors to keybind their heal.

Traits
Adrenal Health – moved to minor master trait in strength line

Building Momentum – moved to minor master trait in defense line

Defy Pain – increased to a 90 seconds recharge

Defy Pain is bad, leave it alone. If you’ve ever played Warrior, you’d know that Defy pain over Merciless Hammer, Cleansing Ire, Dogged March, Last Stand, Missile Deflection, or Sure Footed is pretty MEH at best.

Swapping the Strength and Defense minor traits out at the same time would be too heavy a hit to Warrior sustain.. that’s pretty much gutting it from every direction. I think this is far too heavy handed, overall.

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