Why no nerf on the skill required for DH?
Make traps usable only offpoint (either that or reduce trap damage)
I will add to the discussion here why it’s so popular right now.
- It’s pretty easy to pick up, not gunna lie about it. It only gets difficult when you start fighting against people that know how to play and force you to blow your defenses.
-We’re in a glass meta, guardian is the easiest to play at the moment. Back a few seasons how others would describe as faceroll were Necros, condi mesmers and warriors and scrappers. Condi specs had mercenary amulet which was [Power,Condi,Vit,Toughness] and Scrappers had lower CDs, heavier health regen with Rapid Regn and were able to do good damage with paladin amulet. Eles back then also had cleric amulet and much higher healing with elemental bastion and Wash Away the pain. I think it might be a amulet problem, that extra health cushion goes a long way for guardians.
-DH when it was designed, was designed to be a offensive damage class core guardian was designed fore support and defending. If we were going to go off based on this design I’d rather have the DH virtues be true to what they were designed for. Being selfish. F3 could only protect the DH himself and no one else. F2 has a higher base heal then core, so it’d probably be better if it didn’t heal anyone else. F1 is fine with it’s pull but I’m on the fence about it, if you want it to be eve more reactable giving it a 0.5s cast time would be good while keeping it unblockable and at current speed would be better, the other way would be to keep it at 0.25s cast time but nerfing the speed it travels, adding Hunter’s Verdict to a trait requirement would just make the trait a mandatory trait which limits choice, not a good way to go about things either.
Trap stacking, either I’d vouch for diminished damage when triggering multiple of the same kind. Otherwise you could just lower the damage on them like PoB and such. Also giving them active portions like Shadow Trap so they don’t have CD start as soon as you put it down that way you can’t double up on them with one person. Removing a trap if another player of the same type places a trap isn’t the way to go about it, it’s like if someone in zerker’s places down a trap then then another person in Paladin’s or magi’s places down another one and removes the other’s trap, you see how that can screw things up? You’re asking for some deep coordination in solo queue which frankly is a really bad idea since it hardly ever exists unless you’re in voice coms.
Redgen Furyblaze – Charr Guardian – [SHD]Shade Warband – Tarnished Coast
Lerious Warhowl – Charr Warrior – [SHD] Shade Warband – Tarnished Coast
Make traps usable only offpoint (either that or reduce trap damage)
Fairly sure that wont happen.
off & def in a same time this go though whole HoT GW2
Not problem of DH. You can see same thing in staff/condi thief , mes , rev ,warrior…..
every class needs a 1200 range skill with damage adjusted to class for a true DH balance…me thinks
Make traps usable only offpoint (either that or reduce trap damage)
Fairly sure that wont happen.
I know, but just imagine that for a second – on courtyard
If only thieves can have a stealth Disable Device skill to disarm one setted trap.. or make the trap harm the trapper
ignore trap trait on thief sounds funny. If traited a thief won´t trigger a trap. Of course a teammate can trigger and kill the thief … oops ^^. Maybe add this to improvisation :-).