Things that I think would improve the game.

Things that I think would improve the game.

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Posted by: Zenyoga.6910

Zenyoga.6910

So I think the game is really good overall. There are however a few things that i think would improve the game.

1. I think toning down the length quickness is up would take down some of the burst/cheese we see in spvp and even in Tpvp, as it is Burst is pretty king atm. I think a 2.5ish seconds would be long enough to make it usefull and removing the debuffs on it would be better than having it up for 4-5 seconds (depending on traits).

2. I think immobilizes are a tad to long in general. I think 3 seconds should be the most any class can have. I think this would make pvp a little more fun for everyone.

Class wise I think balance is good and little tweaks could go a long ways in equalizing classes and allowing for more choices.

1. I don’t think anyone will argue that ele’s and necro’s could use a little love. I main a necro and I don’t think they are nearly as bad as people say, but you gotta play spot on against good players and any mistake is more costly than any class. I’ve thought a lot about what i would change and I’d say a 8-12% increase across the board in damage (axes need about a 20% increase and make the retaliation attack faster) would go along ways especially if everything else I’m mentioning is changed. The skill tree is kinda meh, but I’m not sure what exactly I’d do to it (there are so many routes that could be taken).

The Dagger mainhand is also in need of a change. I think since they can’t compare 1v1 vrs any of the other melee classes, giving it a range increase could go a long way. So if normal melee range is 130, giving the dagger a 220-230 would make it a lot more strong.

2. Thief’s pistol-whip, and heartseaker I think could use a 15-20% damage adjustment. I think in turn give them a little more survivability in some form to compensate easiest fix I think would be just a 1500-2000 hp increase

3. Guardians can arguably do everything that is good for Tpvp (hold points, do really good damage, get people off points, knockback, rezz, heal). I’m honestly not sure what exactly to adjust, but something needs to budge a little.

Also their spirit hammer is a bit over the top, and stacks in hilarity as more Guardians with them fight on the same point. I don’t know how this went through test and remaind a knockdown every 3 seconds for 20-30’s its out (you can only dodge a few, then your knockdown constantly). I think it does fine damage and a knockdown every 10 seconds would be fine.

4. Warriors are pretty burly and can do some cheesy things, a change to quickness would adjust this and a decrease in their bulls charge knockdown (1 seconds instead of 2) and make it a 30 second cooldown. This would make the one build everyone’s learned to love/hate more tame and require greater skill gameplay in general.

5. A few mesmer builds can be tanky and do very good damage. A lot of good mesmers I’ve talked to say they feel they are overpowered and pretty easy to pull of. Since I don’t fully understand them I can’t say exactly what I’d do to adjust them, but tankiness or damage needs a 10-20% adjusment.

Also on Kyhlo their teleport/treb repair is just to OP and needs to be looked at. I think a delay on how fast a treb can be repaired after being destroyed will fix this (perhaps 20 seconds).

(edited by Zenyoga.6910)

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Posted by: Dallas.2536

Dallas.2536

one point i took away from this is that you feel melee needs to be nerfed in general and more specifically the burst aspect. i feel this is dangerous ground because if you take away burst from the melee, they are effectively useless due to kiting. if I am melee, against competent players I will only be able to hit them for a little while before they peel off of me. outside of this time, my damage is pretty much 0. so if during this time I am unable to do enough damage to make up for doing 0 damage at other times, then melee becomes fodder.

melee is all about setup. there always tends to be a lot of QQ from crappy players who only see the burst without ever understanding the setup. you can call me biased since i do primarily play melee characters, but in my opinion if you are a ranged guy, and you have used all your snare breakers, and you get CC’d next to a melee guy for 3-4 seconds, you SHOULD expect to die or be badly hurt.

Lysander – Anvil Rock

(edited by Dallas.2536)

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Posted by: Skolops.2604

Skolops.2604

I would argue the point on necros. There are necro builds which are just like you describe some mesmer builds being – almost impossible to kill while pumping out very solid damage.

I tend to find elementalists the weakest class I come up against, but some of their builds are very good where CC is concerned and can be very strong. Even bringing a full condition cleanse and 3 stun breaks, I was manhandled by one elementalist who kept me knocked down or stunned so much that I barely got to fight back. Improving my own skill and, more importantly, just the fact that I now have experience facing this would make it less of a problem in the future, but that aside I think there was definite strength to it.

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Posted by: Zenyoga.6910

Zenyoga.6910

one point i took away from this is that you feel melee needs to be nerfed in general and more specifically the burst aspect. i feel this is dangerous ground because if you take away burst from the melee, they are effectively useless due to kiting. if I am melee, against competent players I will only be able to hit them for a little while before they peel off of me. outside of this time, my damage is pretty much 0. so if during this time I am unable to do enough damage to make up for doing 0 damage at other times, then melee becomes fodder.

melee is all about setup. there always tends to be a lot of QQ from crappy players who only see the burst without ever understanding the setup. you can call me biased since i do primarily play melee characters, but in my opinion if you are a ranged guy, and you have used all your snare breakers, and you get CC’d next to a melee guy for 3-4 seconds, you SHOULD expect to die or be badly hurt.

I actually didn’t look at it from that perspective, I honestly came to this from talking with a lot of good players and teams. Quickness helps both melee and range so its almost an equal change, but here’s the thing. In Tpvp, minus the Foe Fire map, the points themselves are pretty small and its not hard as a melee to continually hit the ranged guy if he’s hoping to keep the point capped (I mainly play necro melee so I have experience with this). If they run off the point to kite, your doing your job and winning the point.

(edited by Zenyoga.6910)

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Posted by: Archadian.5024

Archadian.5024

Your initial point about quickness is interesting. I don’t mind the length of quickness but I do think that it shouldn’t decrease the time it takes to kill someone in downed state. Quickness is okay, but since killing/reviving downed players is crucial to tPvP success, I feel that quickness provides an unstable benefit to some professions that isn’t afforded to others.

Fight to eat, eat to live, live to die.

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Posted by: Zenyoga.6910

Zenyoga.6910

Your initial point about quickness is interesting. I don’t mind the length of quickness but I do think that it shouldn’t decrease the time it takes to kill someone in downed state. Quickness is okay, but since killing/reviving downed players is crucial to tPvP success, I feel that quickness provides an unstable benefit to some professions that isn’t afforded to others.

Funny I think that part of quickness is interesting.

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Posted by: mouse.1689

mouse.1689

Agree with most points in the OP. Disagree with point 4. If anything, I think Warriors are probably the perfect baseline in terms of power level right now. Thieves, Mesmers and Guardians are all above this baseline to varying degrees. All other classes are below this baseline to varying to degrees.

Minor adjustments to each class that bring them all to a power level relative to Warrior’s should be the devs’ aim, imo.

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Posted by: Im Too Godlike.5629

Im Too Godlike.5629

Most of this is solid but, why no elementalist section? They arguably need the most love right now.

And you think the easiest solution to pistol whip is a 1.5-2k hp increase? Increasing the base health of all professions by 1.5k-2k hp would mess up pve and wvw more than it would save pvp.

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Posted by: Zenyoga.6910

Zenyoga.6910

Most of this is solid but, why no elementalist section? They arguably need the most love right now.

And you think the easiest solution to pistol whip is a 1.5-2k hp increase? Increasing the base health of all professions by 1.5k-2k hp would mess up pve and wvw more than it would save pvp.

Feel free to post your thoughts on ele, I don’t play one and only face them and hear the community. I was just getting some feedback from a guildy and a guy at Team Paradigm and they both agree it needs more focus, its kinda a jack of all trades master of none (minus its healing speck). Since I don’t know it in depthly enough I won’t comment.

The pistol whip and heartseaker decrease in damage not buff would be offset with a little more survivability to the theif or some utility of some sort. Its one possible fix, there are others I’m sure, but I don’t think many disagree that the skills I listed are a tad to high.