Variable Suggestions
I disagree with everything, especially the part about elementalists needing survivability.
Oh, except the part about Raid on the Capricorn, sharkwise. Let the cannon stay.
Edit: And maybe lower the base healing of a Guardian. It’s too high compared to how much damage a Guardian can nullify.
Cool list and all. However I just want to make you aware that the devs do actively play their game, meaning if something isnt as they envision it itll be placed in the queue to be fixed, tested, then implemented. This is in regards to classes being overpowered or underpowered.
I’d rather they didn’t lock out Mesmers Moa Morph. If they do, every Mesmer is going to take Time Warp. Ever watched a teamfight suddenly turn into a massacre? That’s what Time Warp does. The QQ would be even more immense. Moa is frustrating, but Time Warp swings the tide of battle immediately. No opinion on their stealth duration.
Guardian is tricky like you said. I feel the biggest problem with them is their boon uptime. Retaliation, Protection, and Stability all have pretty high uptimes for them, and not all classes have easy access to boon removal. I think this would be a good target to reduce their survivability without completely screwing them. Either less uptime, or more boon removal.
No opinion on Necros. Don’t know where to begin with that class as both of my primary characters kind of get crapped on by a well-played Necro.
Elementalist is mostly fine, I think. If you watch any top-tier Ele player, they do amazingly well in both survivability, team presence, and damage. Their biggest problem is the learning curve. A lot of players just get demoralized with the low skill floor and end up complaining, or rerolling.
Warriors are fine, I agree. I’d maybe suggest something to help out the casual crowd (let’s face it, they are the larger portion of the playerbase compared to the tourny players) since they tend to have the most issues. Easier access to stun/immobilize removal for the classes that suffer most from that would be a start. Rangers, for instance, don’t get much in the way of CC cleansing. Each build seems to have 1 useful utility for CC cleansing, and there’s the trait that applies 1 CC to their pet, but that’s about it.
Mostly agree about the maps. Raid on Capricorn suffers heavily because of the sharks. One person with shark control can essentially fend off 2 or 3. I’m just happy it isn’t a part of the 5v5 rotation. More game modes in general are always welcome. I can see Mesmers with portal dominating CTF, though. :P
I disagree with everything, especially the part about elementalists needing survivability.
Oh, except the part about Raid on the Capricorn, sharkwise. Let the cannon stay.
Edit: And maybe lower the base healing of a Guardian. It’s too high compared to how much damage a Guardian can nullify.
Could you at least elaborate why? I’d like to hear people’s opinions on what they think need changing and what not.
i agree haste needs to be removed from spvp
however backstab already does half damage to the front of the front of the target
I’d rather they didn’t lock out Mesmers Moa Morph. If they do, every Mesmer is going to take Time Warp. Ever watched a teamfight suddenly turn into a massacre? That’s what Time Warp does. The QQ would be even more immense. Moa is frustrating, but Time Warp swings the tide of battle immediately. No opinion on their stealth duration.
Guardian is tricky like you said. I feel the biggest problem with them is their boon uptime. Retaliation, Protection, and Stability all have pretty high uptimes for them, and not all classes have easy access to boon removal. I think this would be a good target to reduce their survivability without completely screwing them. Either less uptime, or more boon removal.
No opinion on Necros. Don’t know where to begin with that class as both of my primary characters kind of get crapped on by a well-played Necro.
Elementalist is mostly fine, I think. If you watch any top-tier Ele player, they do amazingly well in both survivability, team presence, and damage. Their biggest problem is the learning curve. A lot of players just get demoralized with the low skill floor and end up complaining, or rerolling.
Warriors are fine, I agree. I’d maybe suggest something to help out the casual crowd (let’s face it, they are the larger portion of the playerbase compared to the tourny players) since they tend to have the most issues. Easier access to stun/immobilize removal for the classes that suffer most from that would be a start. Rangers, for instance, don’t get much in the way of CC cleansing. Each build seems to have 1 useful utility for CC cleansing, and there’s the trait that applies 1 CC to their pet, but that’s about it.
Mostly agree about the maps. Raid on Capricorn suffers heavily because of the sharks. One person with shark control can essentially fend off 2 or 3. I’m just happy it isn’t a part of the 5v5 rotation. More game modes in general are always welcome. I can see Mesmers with portal dominating CTF, though. :P
Completely forgot about Time Warp as a broken skill. I’ll keep that in mind when I get frustrated by Moa and realize it could be much worse.
Necros I find do very little in terms of damage and are pretty easy to deal with when you have Stability making their Golem useless. They do tend to outlast you if you burned all your initial CDs, however.
Elementalists is the only class that I have no rolled in PvP so I made suggestions based on assumptions. When facing Elementalists, I feel kinda sorry that they have no disruption on Downed State and have to take a stomp easily. I do see that provide a lot of damage and conditions in larger fights though.
Thieves
*Just lock-out quickness as a skill in sPvP
*Make it so back-stab has reduced damage to the side by 20% and to the front by 50%.
This should make thieves require some ‘skill’ without removing their potential burst.
Quickness means sacrificing your dodges for up to the next 10 seconds.
That’s 10 seconds that you will die in.
Backstab already has terrible damage unless you hit from the back.
Mesmers
*Lock-out Moa as a skill in sPvP
*Reduce the stealth duration after casting illusions
IMO the only problem I had with Mesmers was the Moa skill. Reducing stealth duration should reduce confusion and reduce QQ.
Moa shouldn’t be locked out, but simply nerfed – something like a projectile so you can dodge it properly for example.
I don’t see why their stealth duration should be lowered.
Guardians
*Guardians are not powerful in only one instance. All their skillsets combined is what makes them strong IE; CC, Defense, Disruption, Healing. It would completely kitten them to nerf all these traits so just choose 2 and minorly tweak them. Preferably their healing/defense.
This is the one I agree with though. Guardians can take a lot of hits – that’s fair with me, it’s a Guardian after all. Their base healing however, is crazy. Poison is not an option when they cleanse conditions all the time.
Thus I wish they should maybe lower the healing a bit.
Necromancers
*I think the survivabilities of the Necro are fine. What really needs work is their actual usefulness. They have enough utility and CC but what they lack is DPS is general (in both PvP and PvE tbh). Just buff their damage overall so they can actually be called Sustained DPS and not Target Practice.
1 out of every 10 necromancers I meet kick my behind. I say that one, is the one who figured out how to properly utilize a Necromancer. People need to get familiar with the Necro. Their damage is great in my opinion.
Elementalists
*This one’s a bit tricky. Their damage is not lacking but their overall defense is. I’m not quite sure what to suggest but putting a disruption on their Downed State would be a start. You guys can add your opinions below.
I don’t think their downed state should be buffed.
I think every other downed state should be nerfed.
I don’t mind disrupting abilities, but they should NOT be ready immediately after you go down, or after the first 7 seconds.
It’s your teammates’ job to save you, in my opinion.
I agree with you on the warrior/ranger/engi bit.
I don’t think guardian/mesmer/thief is the metagame for spvp. I’d much rather have an elementalist than a mesmer. And I definitely want an engineer for defense.
Get rid of the Capricorn Sharks, or GREATLY reduce their aggro range. The wholekittenocean targets you as soon as they smell your toe touch water. Leave the cannon.
No new modes – they should focus on balancing this mode.
Adding modes like CTF will just add a huge balancing problem.