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Posted by: Topher.5631

Topher.5631

So I was told that ranked was disabled for a month, for balancing purposes. Here is a list of thing that I feel need to be changed. Feel free to add on to the list. (So you guys know I am not opinionated, I only play thief)

Ele-

I feel the class is pretty well balanced right now, and is doing okay despite the removal of the cele amulet. However, I think that overloads should provide one stack of stability while channeling. This would make it more likely that they would actually complete the overload without making one trait mandatory. The boon provided by Harmonious Conduit could be something like protection to make up for it. Because they would have a better chance of channeling it, I think that the Air and Water overload (I don’t see the power in earth / fire overload) could do less. Air could do less damage and water could do less healing.

Mesmer-

This class seems to be okay, same old shatter burst combo. It still takes a good bit of skill to pull off, and I don’t think there are any “broken” mechanics in it right now. They took a big hit this last patch, but I think they are more balanced than they were before. If there is something notably broken about this class then feel free to share.

Necro-

Lets be honest, Necro is the new “cheese” of the season. I copied the build straight from metabattle, plugged it in, and killed people I don’t remember hitting. That is a problem. The base chill damage is a bit much, and should be taken down to about 75% of its current damage, at least.

Because the third auto on scepter corrupts a boon, I think that the third auto should have a slightly longer casting time, by about .25 seconds.

Engi-

Engi is another one of those “cheese” classes at the moment. Hammer has a bit too much offensive capability and defensive capability in one move. For example, Hammer 2 has a reflect and damage, hammer 3 has a damage and an evade, and hammer 4 has a block and damage. These skills need either a damage nerf, or a reduction in defensive uptime. Seeing a scrapper being able to 2v1 isn’t uncommon because of these 3 skills.

Sneak gyro got hit with a cooldown nerf, which was okay, but it wasn’t substantial. I think that the function is okay, but it shouldn’t be instant cast. I have had many games where a scrapper would go in for a res and while ressing used Sneak gyro to stealth the downed body, or I would cc him like crazy then he would use that and I would lose the target. This should have about a 1/2 second cast time.

Going to pull out my thief experience real quick, but Shadow refuge has a 1/2 second cast time, a 60 second cooldown, you can be cc’ed out of it, and it doesn’t follow you wherever you go.

Ranger-

Druid got by this last patch without too many scratches, besides the daze nerf. However, “Protect Me!” and “Search and Rescue!” are a bit silly. Protect me is a group stun breaker and cc on a 24 second cd (when traited). Its base cooldown should be increased to 45 seconds at the minimum. As far as “Search and Rescue!” is concerned, the utility of this is a bit ridiculous. The range is 1200, which seems a bit ridiculous. I feel that it should take a small range hit, maybe to 800. I am sure we have all had this issue with people in downstate teleporting out of combat. It gets very frustrating when their team has 4 druids all running this skill.

Can’t bring up druid without mentioning the pet. The amount of damage is a bit extreme. I look at the damage when I die and see that 13k was from the pet, and I don’t think that a passive should do so much in the way of damage. The fun part is, while the druid is in cele avatar, the pet is still doing this crazy damage while the druid is tanking everything. The pets need a nerf, period. But to compensate I think that some extra damage should be added to the staff auto. This would add a bit less passive play to the druid playstyle and they would trade off dps for healing when in cele avatar.

Thief-

Sorry ahead of time if I miss something or am a bit one-sided.

I think thief is okay, it is fulfilling the Assassin role that it was intended to have. However, I think that the daredevil dodges are a bit too powerful. I shouldn’t be able to dodge, do 2k damage, bleed like crazy, or run like hell, while evading attacks. I think that Bound (dps dodge) should take about a 20% damage nerf, Lotus training (condi dodge), should have the condi duration reduced, and Dash (Swifness dodge) should have the base swiftness reduced to about 7 seconds to prevent perma-swiftness.

Like I said, I main thief, so if I missed anything that seems obnoxious then feel free to add to the list.

Warrior-

Overall pretty balanced, requires a bit of skill to pull off. One thing that I think could take a hit is HeadButt (beserker elite). The base damage (according to the wiki) says that it does about 1.9k damage. That is on a 20 second cd that breaks stun, fills adrenaline to the max, and stuns for 3 seconds. That is a bit too much imo. I think it could take either a damage nerf, increase the cd, or reduce the stun. It is a bit too much.

Another thing is Gunflame. I have many times run into a battle, been hit by a 13k gunflame, which really takes the fun out of the fight. I think it could use a slight damage nerf.

Other than those two things war seems pretty okay.

Guard-

First off, True Shot. While it does have a fair casting time and is pretty telegraphed, it has far too much damage on a 4s cd. It is even more effective when they have you locked in one place, through Dragons Maw or Hunter’s Ward. I feel that the damage should take a nerf or cooldown should be a bit longer.

Test of Faith, instant cast, unblockable, instant cast, and dazes (if traited). I think that the damage is okay, you can dodge through it. The one thing that I feel is a bit annoying is the instant cast daze. I think it should either have a cast time or the daze trait should be modified to produce boons instead of dazing. I have many times began to res or stomp and been interrupted while the dragonhunter was either ressing or stomping.

Rev-

I think it is pretty well balanced, in the hands of a skilled player it can be pretty efficient, but in the hands of a new person, the skill level is obvious. The only thing that I see that could be changed is Unrelenting Assault. When it is active, I either have to spend my time dodging like crazy or take considerable damage. Damage is fine, the might on hit is okay, but I feel that the evade time should be reduced. This will prevent the defending player from having to waste more than one dodge to avoid the damage.

Other than that I think rev is pretty well balanced.

Like I said at the beginning of the post, feel free to add anything that you guys think is overpowered or underpowered. This is mainly a suggestion for the devs, but I would like to see what you guys think could be fixed as well.

If you can’t beat it, it is, needless to say, OP
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Posted by: choovanski.5462

choovanski.5462

true shot is actually a damage loss when compared with autos if it doesn’t crit. nerfing it’s damage too much risks making it pointless.

. Engi & Warr . Beta > 2017 Death of PvP
currently a Boyfriend main :P
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Posted by: DoogySnowStalker.2069

DoogySnowStalker.2069

For “Protect Me” and “Search and Rescue”, I would say longer cooldowns for them would be the most appropiate for putting them in line. Changing the distance for “Search an Rescue” though, doesn’t seem all to fair, since it’s always been 1200 range and matchs the rez distance same to Transfusion from Necro.

Would prefer if you refered to the ‘pet’ by its name. Bristleback’s F2 is bugged at the moment to hit 20 times, instead of its intended 15 times, so if they were to fix the bug it would reduce the damage by 25%. If we were to mention Smokescale, the only damage it does is from Smoke Assault; other than that, the pet has the same stats of thatn of a bear, so it will need alot of might for the autos to actually do damage. If you’re being hit for a significant amount, even without any might on the Smokescale, would like you to say how much toughness you are running on your amulet and that would be your answer. Canines and drakes have a potential to do heavy spike damage, but that is with a dedicated build that involves loading up the pet with damage modifiers to hopefully have their hard hitting skills (Brutal Charge/Crippling Leap for Canines, Tail Swipe for Drakes) land that is mainly up to the pet AI to use in the first place. This isn’t the full build obviously, but it involves the damage modifiers from Hilt Bash, Signet of the Hunt, Signet of the Wild, Opening Strike damage boost from Remorseless, and Sic ’Em all stacking to try and land that hit. This build sacrifices all of your utility to use, so if you are able to see what the Ranger is running, baiting out the attack of the pet will leave the Ranger in a very tough spot due to them using all of their utlity trying to 1 shot you.

Edited to clear up confusion about Transfusion Range

Is a Warrior just a pet without a Ranger?

(edited by DoogySnowStalker.2069)

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Posted by: TheAngryDuckling.5481

TheAngryDuckling.5481

Warrior-

Overall pretty balanced, requires a bit of skill to pull off. One thing that I think could take a hit is HeadButt (beserker elite). The base damage (according to the wiki) says that it does about 1.9k damage. That is on a 20 second cd that breaks stun, fills adrenaline to the max, and stuns for 3 seconds. That is a bit too much imo. I think it could take either a damage nerf, increase the cd, or reduce the stun. It is a bit too much.

Another thing is Gunflame. I have many times run into a battle, been hit by a 13k gunflame, which really takes the fun out of the fight. I think it could use a slight damage nerf.

Other than those two things war seems pretty okay.

Seriously? I believe you need actually play warrior if you think the only thing it needs is nerfs.

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Posted by: Fizwitz.8240

Fizwitz.8240

Changing the distance for “Search an Rescue” though, doesn’t seem all to fair, since it’s always been 1200 range and matches the rez distance same to Transfusion from Necro.

Transfusion is 600, not 1200

Ekonai

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Posted by: DoogySnowStalker.2069

DoogySnowStalker.2069

Changing the distance for “Search an Rescue” though, doesn’t seem all to fair, since it’s always been 1200 range and matches the rez distance same to Transfusion from Necro.

Transfusion is 600, not 1200

Really? I stand corrected then, could of sworn it was 1200. Sorry for the confusion.

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Posted by: Dirtyrascal.1023

Dirtyrascal.1023

Pretty good list… I main Engi and Thief.

Engi: In my opinion it’s main problem derives from the fact that the Scrapper Trait line synergises so gosh-darn well with Alchemy. If Alchemy isn’t taken with scrapper, it’s sustain takes a big hit. Also, yes, as much as I love it… sneak gyro is a major reset button, or time killer to wait for cooldowns. To fix this I would make the gyro immune to cleave/aoe damage but reduce it’s ‘health’ to about 1/2 what it is now from targeted damage. This would give it some much needed counterplay.

Thief: Personally I think Dash is fine, keeps the Thief super mobile and is not in the least bit game-breaking.
Bound could lose a bit of damage.
Not sure about Lotus training – I don’t much like condi thief, but there are some very dangerous condi builds around and Thief certainly doesn’t seem over tuned comparatively in that respect.
Also, evading in general: Dodge is good, imo a much better mechanic than stealth. The amount of evade is fine, but any simultaneous damage via bound etc shouldn’t be too high. The cost of evading should be that while you’re not taking damage, you aren’t doing too much either.

Like the Rev Unrelenting Assault mention – shouldn’t require more than one dodge.

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Posted by: Topher.5631

Topher.5631

Warrior-

Overall pretty balanced, requires a bit of skill to pull off. One thing that I think could take a hit is HeadButt (beserker elite). The base damage (according to the wiki) says that it does about 1.9k damage. That is on a 20 second cd that breaks stun, fills adrenaline to the max, and stuns for 3 seconds. That is a bit too much imo. I think it could take either a damage nerf, increase the cd, or reduce the stun. It is a bit too much.

Another thing is Gunflame. I have many times run into a battle, been hit by a 13k gunflame, which really takes the fun out of the fight. I think it could use a slight damage nerf.

Other than those two things war seems pretty okay.

Seriously? I believe you need actually play warrior if you think the only thing it needs is nerfs.

Awesome, I wouldn’t know because I don’t play war, but how would you like warrior to be buffed without it becoming too overpowered?

If you can’t beat it, it is, needless to say, OP
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Posted by: Alekt.5803

Alekt.5803

Ele-

I feel the class is pretty well balanced right now, and is doing okay despite the removal of the cele amulet. However, I think that overloads should provide one stack of stability while channeling. This would make it more likely that they would actually complete the overload without making one trait mandatory. The boon provided by Harmonious Conduit could be something like protection to make up for it. Because they would have a better chance of channeling it, I think that the Air and Water overload (I don’t see the power in earth / fire overload) could do less. Air could do less damage and water could do less healing.

The stack of stability baseline is not what Tempest needs. If the stack is guaranteed baseline, the trade-off seizes to exist. And, to be honest, counter-play is more interesting than perma-stab. Tempest could benefit from seeing it’s Overload Recharge reduced to 15 seconds, down from 20 seconds and Hardy Conduit’s protection duration increased to 5 seconds, up from 3. Finally, the Fire Overload needs an AoE increase to 240 to improve the usability of the skill outside of downstate cleaving. Bonus: Lucid Singularity, Tempestuous Aria are still open for ideas since BW 2 or 3 according to Karl.

Alerie Despins

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Posted by: TheAngryDuckling.5481

TheAngryDuckling.5481

Warrior-

Overall pretty balanced, requires a bit of skill to pull off. One thing that I think could take a hit is HeadButt (beserker elite). The base damage (according to the wiki) says that it does about 1.9k damage. That is on a 20 second cd that breaks stun, fills adrenaline to the max, and stuns for 3 seconds. That is a bit too much imo. I think it could take either a damage nerf, increase the cd, or reduce the stun. It is a bit too much.

Another thing is Gunflame. I have many times run into a battle, been hit by a 13k gunflame, which really takes the fun out of the fight. I think it could use a slight damage nerf.

Other than those two things war seems pretty okay.

Seriously? I believe you need actually play warrior if you think the only thing it needs is nerfs.

Awesome, I wouldn’t know because I don’t play war, but how would you like warrior to be buffed without it becoming too overpowered?

Warrior is bottom barrel, go to the warrior’s forums, they’ve been coming up with things anet can do for months.

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Posted by: Moky.3104

Moky.3104

Mesmer balanced? lol?

They are pretty dead after the last patch.

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Posted by: Serophous.9085

Serophous.9085

Warrior-

Overall pretty balanced, requires a bit of skill to pull off. One thing that I think could take a hit is HeadButt (beserker elite). The base damage (according to the wiki) says that it does about 1.9k damage. That is on a 20 second cd that breaks stun, fills adrenaline to the max, and stuns for 3 seconds. That is a bit too much imo. I think it could take either a damage nerf, increase the cd, or reduce the stun. It is a bit too much.

Another thing is Gunflame. I have many times run into a battle, been hit by a 13k gunflame, which really takes the fun out of the fight. I think it could use a slight damage nerf.

Other than those two things war seems pretty okay.

Seriously? I believe you need actually play warrior if you think the only thing it needs is nerfs.

Awesome, I wouldn’t know because I don’t play war, but how would you like warrior to be buffed without it becoming too overpowered?

If you don’t know something, its not smart to comment on it and its state in pvp. It makes you look like the fool

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Posted by: insanemaniac.2456

insanemaniac.2456

Mesmer balanced? lol?

They are pretty dead after the last patch.

paper says scissors op, rock fine.

this guy only plays the class that has countered mesmer for years.

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Posted by: Booms.3952

Booms.3952

OK opinions on necro engi and ele but basically everything else is wrong. Wouldn’t take this persons opinions seriously

#1 gerdian na
0 counterplay

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Posted by: Zenos Osgorma.2936

Zenos Osgorma.2936

Search and Rescue has its own built in mechanics .

1. the pet can only Teleport a person to you if it touches the downed player aka if its used very close to the ranger in question , it take less time for the pet to Travel to the downed person making it a quiker recovery , on the flip side at 1200yard range and there is a person down at 1000+yards it’ll take twice as long to for the pet to travel to you so the res is Delayed untill the Pet Retrives the downed player.

PS Protect me is the only Short cast Utility CC we have outside of Druid and Beastmastery both of which are Required trait lines for Access to the other CC’s which are not Immobilise (as that is easy to counter) unlike the Hard CC taunts , and compaired to Warroirs hammer ect which also have AoE stuns , and that is what ranger lacks outside of Druid.

so Protect me granting a AoE stunbreak on a 30second cooldown makes sense when compaired to the mass amount of Aoe CC that HoT brought to the Game but Rangers aka druids Luna inpact is a Gated AoE compaired to a Warroirs or other classes that have different ways to manage the Hard CC’s but have More Access/quicker access to those hard CC’s without being locked to Trait lines.

so ya , Protect me is perfect for what Core Ranger suffers from , its not a AoE CC but a AoE protect me by using Taunt it protects the Ranger from incomming attacks which allows it to Res using Search and rescue Traited or Slotted down side to that is any Taunted attack redirected to the pet aka a CC can interrupt the Search and rescue the pet is activating.

honestly playing a druid/ranger and using the pet is much more complex than just the Numbers you see on the too tip.

ALSO Remember if the pet is dead or being hard Damaged the ranger/druid has to swap Canceling the search and Rescue (if you don’t notice the pet running away to port someone) you should redirect your Attention to the druid/ranger in question when you Hear the shout Search and rescue , then prevent the res and hard damage the Ranger .

its a two for one Situation , ether you counter or let the opposing team Gain advantage of the two for one.

with the amount of CC that HoT brought up to level and the Stability changes Stuns +daze and immobilises are Aoe team killers without the AoE stun break on a Good cooldown Rangers will not be a Team player because it offers no Team support outside of Trait trees.

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Posted by: Topher.5631

Topher.5631

Mesmer balanced? lol?

They are pretty dead after the last patch.

paper says scissors op, rock fine.

this guy only plays the class that has countered mesmer for years.

Sorry, but I can have a tough time with mesmers, even as a thief. The support they offer in the form of cc is still useful. Many times I have tried to res / stomp and a mesmer comes along and hits Grav well, Greatsword 5, or shield 5 and interrupted it. The condi mesmers are still a viable counter to a thief through blinds and other conditions. On the rare occasion that I do play mes I feel I have a pretty decent chance against a thief despite me not knowing the class. What do you think needs to be done to make them balanced?

If you can’t beat it, it is, needless to say, OP
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Posted by: Zenos Osgorma.2936

Zenos Osgorma.2936

Ps also the pet is NOT a Passive Element to the ranger , the ranger controls verything the pet does (unless the person in question is a Idoit ranger letting his pet run wild which is not the case)

calling a pet passive is not correct when it takes the controller to pet swap , keep in range to activate the main attack without the skilled judgement of the petswap none of the larger attacks have any chance of hitting.

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Posted by: Moky.3104

Moky.3104

The condi mesmers are still a viable counter to a thief through blinds

Sad how aNet nerfed Mesmer’s blind too, heh.

Just take a tour in the Mesmer forum, and you will be lucky to find a single positive word on the actual state of this class.

Chronobunker was OP and we all agree, but kill a whole class to “balance the game” it is just a lazy way to nerf.

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Posted by: Simonoly.4352

Simonoly.4352

I think this is a fair assessment. Although Druid staff auto-attack dps is already pretty high for a 1200 range non-projectile piercing attack that also heals allies. I actually think the auto-attack damage needs to be reduced and more damage shifted to Wisp and Vine Surge. Auto-attacking for the bulk of your damage is just boring.

I am surprised the OP didn’t mention Thief dagger auto-attack. I really don’t think this damage increase was warranted at all. It has made backstab superfluous and I just don’t like it at all. Has cheapened the dagger thief experience for me. Thief/Daredevil needed help in other ways it did not receive.

Gandara

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Posted by: Topher.5631

Topher.5631

I will agree that thief dagger is a bit silly now, and it pushes s/d out on terms of dps. D/P already has the utility that S/D doesn’t have, such as headshot (1/4 second interrupt), Blinding powder (pulses blind) and the HeartSeeker stealth combo. I guess a small damage reduction to dagger auto could be okay, but not to the degree before the january patch

If you can’t beat it, it is, needless to say, OP
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Posted by: Asrat.2645

Asrat.2645

As someone who mains a thief and runs a rather mean build on it: Mesmers and warriors deserve a buff. Not as bad as alacrity was before the nerf but: if I see a mesmer or warrior closing in for a 1v1, they are dead, doesnt matter, how good they are. Even if im on cd or already wounded, unless i srsly mess up i cant loose.

As someone who plays a druid from time to time: I know how awful they are to fight against, but they aint as easy as it seems. Maybe they should recieve small nerfs to their overall skills but have some casting times reduced since outside of SotP they are incredibly weak to well timed cc. But i’ll leave that to players, who know the class better.
About guards: The only thing that seems op is the size of the traps. They are easy to avoid, but it will also force me to leave a point, effectively giving them a cap for free.

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Posted by: DoogySnowStalker.2069

DoogySnowStalker.2069

I think this is a fair assessment. Although Druid staff auto-attack dps is already pretty high for a 1200 range non-projectile piercing attack that also heals allies. I actually think the auto-attack damage needs to be reduced and more damage shifted to Wisp and Vine Surge. Auto-attacking for the bulk of your damage is just boring.

Druid staff auto, good damage, lol. The damage for staff auto is pretty bad actually, since its main purpose of building up astral energy. If the damage seems to be good, it’s only becuase the numbers keep adding on due the weapon constaly channeling damage over time; the number may be large, but big numbers does not equal DPS, especially with how long those big numbers take to do with staff auto.

Is a Warrior just a pet without a Ranger?

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Posted by: NiloyBardhan.9170

NiloyBardhan.9170

Warrior-

Overall pretty balanced, requires a bit of skill to pull off. One thing that I think could take a hit is HeadButt (beserker elite). The base damage (according to the wiki) says that it does about 1.9k damage. That is on a 20 second cd that breaks stun, fills adrenaline to the max, and stuns for 3 seconds. That is a bit too much imo. I think it could take either a damage nerf, increase the cd, or reduce the stun. It is a bit too much.

Another thing is Gunflame. I have many times run into a battle, been hit by a 13k gunflame, which really takes the fun out of the fight. I think it could use a slight damage nerf.

You forgot that Headbutt also inflicts 1 sec stun on the warrior user + it has only 300 range. More often than not, the skill fails to hit (not talking about pve). Most importantly, I doubt anyone even equips this skill in pvp lol

I agree about Gunflame. Range dmg shouldn’t be greater than melee (Gunflame does more dmg than Eviscerate/Decapitate/Arc divider which is surprising.

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Posted by: Dojo.1867

Dojo.1867

While I mostly agree on your verdict the druid change show little knowledge about playing the class (it seems you rather play against it and take your knowledge from that).

Staff autoattack already deals more damage than longbow on close and midrange and just more damage than greatsword in general due to being more reliable and not requiring melee range. Buffin the autoattack is a horrible suggestion as druid dmg already pretty much comes from just autoattacking.

Protect me should have its group protection/stunbreak removed rather than its cooldown increased by that much. This and maybe a 35s base cooldown seems more appropriate.

Search and rescue gave ranger much needed utility on high level play. Arguing about weither it is too good is like arguing about weither mesmer portal is too good. I find it kind of biased how people complain once ranger gets a useful skill while it is okay for other classes. Search and rescue has counterplay by keeping an eye on the druids position. Nerfing this skill before people even tried to adept is silly. It is a classic case of a change that feels new to people and they are kind of mad about it.

As for pets. Bristleback f2 needs a slight dmg reduction. The pet damage also is only that high with BM traited.

All in all you should keep an overview about the amount of nerfs you ask for in a single batch of changes. It is never good to ask for 5+ significant nerfs for a single class in a single patch. This makes it very likely to overnerf the class into seeing no play as it happened very often in the past. People will have to accept that Search and Rescue exists, just like Mesmer portal exists. Making skills like that any weaker makes them not worth the utility slot since they add nothing to the individual strength of the person that slots them.

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Posted by: Emapudapus.1307

Emapudapus.1307

Nice points, can say i agree to most of them (if not making them viable at last its about balancing anoying/frustrating mechanics to play against), just not inrease in necro auto attack speed, since its sluggish enaugh. Would rather nerf reaper shroud instead, to bring it to death shroud level.

all is vain

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Posted by: Dojo.1867

Dojo.1867

I think this is a fair assessment. Although Druid staff auto-attack dps is already pretty high for a 1200 range non-projectile piercing attack that also heals allies. I actually think the auto-attack damage needs to be reduced and more damage shifted to Wisp and Vine Surge. Auto-attacking for the bulk of your damage is just boring.

Druid staff auto, good damage, lol. The damage for staff auto is pretty bad actually, since its main purpose of building up astral energy. If the damage seems to be good, it’s only becuase the numbers keep adding on due the weapon constaly channeling damage over time; the number may be large, but big numbers does not equal DPS, especially with how long those big numbers take to do with staff auto.

I am sorry but you are very uninformed. Many people tested and found staff dmg exceeds almost all other ranger weapons in terms of dps.

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Posted by: Jourdelune.7456

Jourdelune.7456

Ranger/Druid:
I agree with OP on druids point for shout recharge/CD.

Pet damage is an issue but I think all pets need a overhaul. It’s bad when only 5 pets on more than 30 are used into Meta build. It show that many pet need to get either buff in damage, survivability or utility.

The Tiger (new pet) damage is great, but it die way faster than the OP one (bristleback and smokescale). The Tiger is balanced with the Birds… damaging pet are squishie, it’s fine. So, either nerf damage of our OP pet or nerf survivability.

Overall, pets should have more range options. Or should have baseline more speed movement. Or both. Cripples or chills or slow… It’s too easy to kite pet to reduced their effective damage to zero.

Bunker guard:

Support guardian is completely abandon. We had some buff into the last balanced patch for meditations, but it’s not enough for shout guardian to get back on scene.

Either buff the purity of voices traits or lower the GM trait that give more HP to master tier.

Another solution would be a sigil of health. Stacking like the sigil of life, giving more HP to the bunker guard. (but it would be one or the other and the choice would be hard, sigil of life dodge are great)

To make it viable again, HP buff would not be enough, we need more boon to spam as well… with Necro and REV destroying boons, bunker guard need to get some “something” to counter it.

Why not add a new boon: Magic protection – you can’t be boon strip or corrupt.

or

I don’t like passive traits, but many classes got if got x condies transfert or cleanse them. Why not adding some new mechanic that say, if you got boon strip, reflect the effect back on source? It could be add into the different shield (focus 5, mace 3, wall of reflection, shield 5, sword 3, gs 4, hammer 5…).

The build rely too much on the soldier runes, buffing purity of voices to let cleanse 1 condi and convert 1 would be great. In 2012-2013 it was bug, converting 2 condies to boon and it was a real thing for bunker guard to remove 3 condies / shout in heavy condi meta or simply play other than soldier rune like traveler to make it faster.

Dal Aï Lhama (Tempest), Dal Lahu Akbar (DH), Lord Dhal of Dharma (Scrapper) 12k+ spvp games.
Former Team Captain of ggwp (ESL weekly), GLHF (AG), MIST[CORE] spvp alliance guild.
https://www.reddit.com/r/GuildWars2PvPTeams/

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Posted by: Salamander.2504

Salamander.2504

+1, ANet please consider the original post.

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Posted by: Simonoly.4352

Simonoly.4352

I think this is a fair assessment. Although Druid staff auto-attack dps is already pretty high for a 1200 range non-projectile piercing attack that also heals allies. I actually think the auto-attack damage needs to be reduced and more damage shifted to Wisp and Vine Surge. Auto-attacking for the bulk of your damage is just boring.

Druid staff auto, good damage, lol. The damage for staff auto is pretty bad actually, since its main purpose of building up astral energy. If the damage seems to be good, it’s only becuase the numbers keep adding on due the weapon constaly channeling damage over time; the number may be large, but big numbers does not equal DPS, especially with how long those big numbers take to do with staff auto.

I am sorry but you are very uninformed. Many people tested and found staff dmg exceeds almost all other ranger weapons in terms of dps.

This. It’s basically a higher dps spatial surge with no range penalty. The problem is, there’s only 2 other damage skills available on Druid staff that are cumbersome to use at best. I say, reduce the need for auto-attack spam by redistributing staff damage and making Vine Surge not so ignorable.

Gandara

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Posted by: geekilo.8512

geekilo.8512

The condi mesmers are still a viable counter to a thief through blinds

Sad how aNet nerfed Mesmer’s blind too, heh.

Just take a tour in the Mesmer forum, and you will be lucky to find a single positive word on the actual state of this class.

Chronobunker was OP and we all agree, but kill a whole class to “balance the game” it is just a lazy way to nerf.

+1 for Moky

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Posted by: JayAction.9056

JayAction.9056

Nothing needs to be nerfed right now. Everything is deadly right now in its own way, which encourages skilled play. If anything, just give warrior some very slight buffs to their dominant pvp spec and maybe a few indirect tweaks here and there.

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Posted by: Aylpse.6280

Aylpse.6280

“Rev is fine”

No, its not. Half the class is useless and the other half is borderline broken. The Sword 2 is insane if you are alone. There is so much crap to dodge on Rev you just CANT avoid every crucial skill or CC. On top of that you have to watch the buff bar at all times. Once tiny screw up vs a good Rev and its instantly GG.

If everything else is nerfed, and Rev is unchanged, Rev will be walking death.

I’d point out everything else wrong in the OP but even so I can guarantee this post will be ignored anyway. Doesn’t matter what anyone or I say. What is argued or how good an argument you make. Everyone thinks they are right and are entitled.

Taking the higher moral ground since 1993.

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Posted by: Michael.9517

Michael.9517

warrior needs help a bit. Mesmer needs a little help, but not much.

Necro chill kitten eeds tone down. Engineer dps/survivability needs tone down.
Ranger survivability/dps is silly. Nerfing pet dps would be fair.

Thief is perfect. if you nerf bound damage then its aoe range needs increasing.
Ele is perfect.
Rev is perfect. The nerf to shield 5/auto attack sword pretty much made this class balanced.

(edited by Michael.9517)

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Posted by: Vieux P.1238

Vieux P.1238

Op’s is ignorant..ignore post.

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Posted by: Voramoz.6790

Voramoz.6790

I think Alacrity is not in a good place. I think Chronomancer should havr a higher personal Alacrity impact. Helseth said it best. Balance is balance. The nerf hammer is not balance.

I think staff using Daredevil and Berserker are still not in a good place. Balance patches should always involve bold adjustments and reworks and be followed by a tune down as necessary.