Consigliere
The Dragoon Brotherhood
Here is some food for thought.
What if the most balanced classes at the moment are Warrior, Thief and Necro?
These are classes that can spec for good damage, or spec for defense, but are not unkillable (i.e. current meta Guardian and Ele + others arguably) and their strengths are not as ridiculous as with other classes that currently might feel frustrating to fight against. Fighting as these classes seems to require a bit more skill to be competitive at the moment.
I am not saying remove bunkering, but honestly at the moment, it doesn’t require enough skill to be balanced and the unkillable Guardian/Ele/Ranger/Engi can fight almost forever, while Mesmer has no weakness besides mobility (non issue while fighting as dmg output is so high considering they are ranged, even as bunker spec + the portal).
I am simply trying to think out of the box here, so do not take these opinions as harsh (I doubt half of them myself all the time).
What does everyone think?
Warrior, Thief and Necro are probably the most balanced classes. But people don’t want balance. They want Pew Pew Pew.
Nerfing them doesn’t make them feel good, so they rather ask for buffs. What we will end up with is something like Call of Duty. Just 3rd person, with some MMO elements attached to it.
Balance is relative to the builds. I don’t think focus ele is bad in the general scope but I’d take a /d ele over it because it outshines.
However were probably going to start getting power creep as a result of antinerf strategies.
(edited by ensoriki.5789)
I think the meta classes and builds are balanced (mostly) because they feel the most complete.
Guardian, d/d ele, ranger and hgh engi can deal with a wide array of problems like conditions, disables and still do enough (or mitigate enough) dmg to change the course of a fight.
They certainly have some weaknesses but they can deal with them a lot better than the warrior, thief and necro can so they are considered balanced, atleast in comparison to the other three
I think the number of bad build options to be fixed should take priority over the working or the Op builds. There are certainly some OP aspects about them like the healing on the ele, but i think the warrior, thief and necro should be brought up to their level rather than the other way around.
I think the number of bad build options to be fixed should take priority over the working or the Op builds. There are certainly some OP aspects about them like the healing on the ele, but i think the warrior, thief and necro should be brought up to their level rather than the other way around.
I’d prefer the other way around, so many broad counters to not really be a thing.
I like more finesse in combat than just…
‘whatever important stuff you threw at me I counter with mistform/elixer U/distortion/teleport without any repercussions short of a CD’
‘I will remove whatever conditions you are throwing at me threw ’some easy action’’
‘I will dodge twice every ten seconds, so pray you have more important attacks than that’
I guess in terms of how, a start would be for CC to be shorter in duration (more interupt based) and conditions to be not such a general category. CC breaks and stability shouldn’t be ‘have or die’ for next to everyone in a game where you have to sacrifice some of your spec for them. Conditions such as vulnerability/weakness/cripple shouldn’t be eaten up in the general mass cleansing classes take, letting melee be able to more reliably stay in range with cripples and people could actually notably mitigate dmg/endurance-regen with weakness… that’d be cool.
Vigor to not be so dominant would be nice too…
Oh and asuras should die as a species.
The game is entirely animation based yet they have the worst set of ‘tells’ out there.
It is stupid.
(edited by garethh.3518)
Oh and asuras should die as a species.
The game is entirely animation based yet they have the worst set of ‘tells’ out there.
It is stupid.
There should an option to display all allies and enemies as humans on your own screen, that way they can still feel good about their goofy race choice but that wont affect how well people can react against them in combat.
I think the number of bad build options to be fixed should take priority over the working or the Op builds. There are certainly some OP aspects about them like the healing on the ele, but i think the warrior, thief and necro should be brought up to their level rather than the other way around.
I’d prefer the other way around, so many broad counters to not really be a thing.
I like more finesse in combat than just…
‘whatever important stuff you threw at me I counter with mistform/elixer U/distortion/teleport without any repercussions short of a CD’
‘I will remove whatever conditions you are throwing at me threw ’some easy action’’
‘I will dodge twice every ten seconds, so pray you have more important attacks than that’I guess in terms of how, a start would be for CC to be shorter in duration (more interupt based) and conditions to be not such a general category. CC breaks and stability shouldn’t be ‘have or die’ for next to everyone in a game where you have to sacrifice some of your spec for them. Conditions such as vulnerability/weakness/cripple shouldn’t be eaten up in the general mass cleansing classes take, letting melee be able to more reliably stay in range with cripples and mitigate dmg/endurance-regen with weakness would be cool.
Vigor to not be so dominant would be nice too…
Oh and asuras should die as a species.
The game is entirely animation based yet they have the worst set of ‘tells’ out there.
It is stupid.
Well, we cannot bring down condition removal TBH. Think about HGH condition engis, and what sort of amok running machines they would with less condition removal.
Certain classes like warrior already struggle against condition spam (even if they are not targeted, they just get them via AoE). I don’t like the idea of having more classes struggle as much as warrior.
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