The most important balance points

The most important balance points

in PvP

Posted by: Stalefish.7615

Stalefish.7615

Just wanna throw this out there one extra time and cross my fingers message comes across to Anet from the community.

Passive abilities are winning fights and needs some heavy nerfs, or perhaps rather some heavy changes into active things!

Examples:

+ Mesmers Aoe fields that fights on their own and skills that you just spam spam spam i count as passives.

+ Diamond skin is kinda just lazy design.

+ Passive shroud gains, passive dmg from pets and traps.

+ Most importantly though, in this meta which is all about tanks. One class is tanking using viper amulett… Like do anyone really need explanation for why this is extremely poor?

+ Same sorta goes for Engineer tanks using burst amulett, not as critical right now but not far behind.

How to look at Revs before balancing:

Revenant is the best offensive character in the game because it is the worst target in the game. Remove the blocks and passive stability gains and give tools to be used creatively. A glass cannon build must live on the edge of his seat all of the time. A glass cannon build is exciting because it high risk and high reward.

Revenant now is high reward, and absolutely 0 risk.

Guild wars 2 should and could be a game all about the ACTIVE skill of players, now its consistently more and more and more about passives and rotations. Imagine for a second that battles were so active that you could by skill rather than balance kill 3 opponents on your own and turn the game by your own prowess? (kinda like counter strike, which we all know how unsuccessful that game has been cough)

This is the true aim for making soloQ and leagues successful.

Iv’e rambled a bit much perhaps but the intent is all good Just wanna do my part and sharing what balance insight i can muster. Please all add to it and help Anet make the right choices!

The most important balance points

in PvP

Posted by: epouvante.7392

epouvante.7392

Totally agree for the passive abilities remarks. It´s toxic for the players skill.
For traps the can add such a detonation: first player put the trap and after when the player wants he could activate the traps (like mines)
Pets are problematic because they do a lot of noise and damage without any controle. Ranger pets are amasing just spam one attack and the pet change, where is the difficulty? Normally ranger or necros have to fell like puppetmasters.

You underline the tankability of certain classes (scrapper, herald,reaper, dh,…) with agressives amulets. Maybe it´s because the number of immunity are too high (block, evade, etc etc) and they can easily survive after the burst part.

The balance is not here, why a cele tempest does more total damage than marau rogue for example? Because tempest could dps and tank in the same time.

I must underline the fact that balance is not just between professions but also between trait lines. Is not normal that in pro all classes run a unique build! Anet, a balanced class is not a class with ONE viable build. A balance patch is not to nerf a build and make another viable!! All trait lines of each professions have to be competitive and balanced.
When you give to a class all dispel tools or buffs bot tools in a one tree, the classe become forced to run one build.
Example: the actually chronomancer: inspiration for healing/assist/dispel + chaos for boons (stab+ prot) /defense and chrono
Same for tempest water/earth/tempest
Scrapper elixir/alchemy/scrapper
Herald retribution/corruption/herald
Etc etc

Conclusion: in pvp dispel, boons, assist, defense for the win. (Rogue/war are usefull in those part so they are excluded for the pvp).