So every time one of these balances come out I don’t understand why Anet keeps on using the skewed balance updates based on pvp. I WvW 90% of my play time and every time they “balance” its throws things off so much for some classes and leaves op ones untouched. I run scrapper have mained engi since release and love the class. But since Hot meta of too much cc/burst viable builds aren’t very common for every class especially unique ones. Making using the hammer a near necessity and then seeing another nerf while other classes gain buffs when already too strong. These updates being based on PvP a game type in which you generally stand on a circle and hold it a majority of the time. So all of their balances become very skewed when applied to other game types.
Let me also explain why I enjoy WvW so much. Unlike other game types you need to be ready for anything you can’t just expect every fight every enemy to be the same. Fighting conditions and enemy builds change so you need a build that will let you live in a 1vX but also that you can do enough damage in a 1v1 to finish the enemy off. You need a good party composition when running you can’t just add three of the same class and always win though the current meta does seem very broken in this regard. You need to think out your party member’s classes, builds and ability’s to work together to face anything. It takes tactics whether it be in a fight or taking over objectives. From a zerg to zerg fight down to a 1v1 tactics play a huge role in determining who will win the fight. Watching as your group of 10 people takes down a group of 20+ you see just how much it comes into play. Lastly it takes personal skill PvP also does however in WvW you are free to move around and use the whole area as your battlefield.
This last patch for Scrapper Example the gyro In order to improve purity of purpose, we have removed the daze functionality from the Gyro utility type for scrapper. I’ve seen some say that this was because it more effective to explode them than their active use. Isn’t this issue something Anet should focus on then making the active WORTH using not removing something was merely an extra ability to the gyro.
In WvW classes that move around even just while in combat and especially ones that have lots of mobility it’s hard to land your hammer attacks. Making it hard for Engi who are forced with hammer to be right on top of players. Hammer 1-5 consist of the only real damage we have. With that said I also run elixir gun for the condi removal and some damage. But again the hits from elixir are terribly low damage and the 4 leap that does decent damage requires them to stand on it. Thunderclap which takes 3/4 second cast does 0 damage on its initial hit -previous nerf. Unless they stand still it’s very easy for enemy to miss (yes even casting ahead it misses easily with that ¾ cast) and allowing them to avoid all damage from pretty easily. This extra very short stun helped hold the enemy still for a short time if they happened to be in it and allow you to land hits. Again these gyros move very slowly and generally can’t keep up with you for precise explosions (hitting the enemy) unless they are standing on top of you not moving.
But because in PvP when an enemy is FORCED to stand on top of you to prevent capture it skews the actual effectiveness of skills. In turn they must eat all that damage which allows you to land even more explosions and damage hits making it OP. However, in WvW unless the enemy is stupid enough to just stand still this is NEVER the case. Just one example of the many where because of the difference in combat we get yet another non op and normal skill totally nerfed. This applies to many classes and skills on both ends of the spectrum making them too weak or too strong. These skills when in an open combat situation become even weaker due to the PvP combat standard.
Personally I’d like to see instead of breaking WvW by forcing these skewed “balances” Anet should take the time and actually balance combat for WvW separately or at least take the time to do some basic balances on skills and ability’s that are over powered in WvW.
Skewed "balances" based on PvP
Wow its hard to read this wall.
But FYI these changes, at least the bigger ones, were WvW focused, not PvP. SoI and Facet of Nature received their nerfs because of the permaboon cancer that was WvW. You can blame WvW and WvW’ers for these nerfs, not PvP
Yea sorry its pretty long but I hate that every time we get an update me as Engi gets screwed over and I become even less viable compared to other classes which are OP and buffed each update.
Yes some were need these druid running zerk and still healing that much. The boon share issue but there is much more that needs nerfed. But many changes cept the major were probably still based on the PvP not WvW. As a scrapper things like the very weak and semi useful stun on explosion gets nerfed to almost useless now but yet a warrior gets even more buffs. And every other patch has been based on this skewed balance. The previous patch really hurt scrapper even less survival and a lot less damage because in PvP it was op but in open world combat it isn’t.
(edited by judgement.9782)
So every time one of these balances come out I don’t understand why Anet keeps on using the skewed balance updates based on pvp. I WvW 90% of my play time and every time they “balance” its throws things off so much for some classes and leaves op ones untouched. I run scrapper have mained engi since release and love the class. But since Hot meta of too much cc/burst viable builds aren’t very common for every class especially unique ones. Making using the hammer a near necessity and then seeing another nerf while other classes gain buffs when already too strong. These updates being based on PvP a game type in which you generally stand on a circle and hold it a majority of the time. So all of their balances become very skewed when applied to other game types.
Let me also explain why I enjoy WvW so much. Unlike other game types you need to be ready for anything you can’t just expect every fight every enemy to be the same. Fighting conditions and enemy builds change so you need a build that will let you live in a 1vX but also that you can do enough damage in a 1v1 to finish the enemy off. You need a good party composition when running you can’t just add three of the same class and always win though the current meta does seem very broken in this regard. You need to think out your party member’s classes, builds and ability’s to work together to face anything. It takes tactics whether it be in a fight or taking over objectives. From a zerg to zerg fight down to a 1v1 tactics play a huge role in determining who will win the fight. Watching as your group of 10 people takes down a group of 20+ you see just how much it comes into play. Lastly it takes personal skill PvP also does however in WvW you are free to move around and use the whole area as your battlefield.
This last patch for Scrapper Example the gyro In order to improve purity of purpose, we have removed the daze functionality from the Gyro utility type for scrapper. I’ve seen some say that this was because it more effective to explode them than their active use. Isn’t this issue something Anet should focus on then making the active WORTH using not removing something was merely an extra ability to the gyro.
In WvW classes that move around even just while in combat and especially ones that have lots of mobility it’s hard to land your hammer attacks. Making it hard for Engi who are forced with hammer to be right on top of players. Hammer 1-5 consist of the only real damage we have. With that said I also run elixir gun for the condi removal and some damage. But again the hits from elixir are terribly low damage and the 4 leap that does decent damage requires them to stand on it. Thunderclap which takes 3/4 second cast does 0 damage on its initial hit -previous nerf. Unless they stand still it’s very easy for enemy to miss (yes even casting ahead it misses easily with that ¾ cast) and allowing them to avoid all damage from pretty easily. This extra very short stun helped hold the enemy still for a short time if they happened to be in it and allow you to land hits. Again these gyros move very slowly and generally can’t keep up with you for precise explosions (hitting the enemy) unless they are standing on top of you not moving.
But because in PvP when an enemy is FORCED to stand on top of you to prevent capture it skews the actual effectiveness of skills. In turn they must eat all that damage which allows you to land even more explosions and damage hits making it OP. However, in WvW unless the enemy is stupid enough to just stand still this is NEVER the case. Just one example of the many where because of the difference in combat we get yet another non op and normal skill totally nerfed. This applies to many classes and skills on both ends of the spectrum making them too weak or too strong. These skills when in an open combat situation become even weaker due to the PvP combat standard.
Personally I’d like to see instead of breaking WvW by forcing these skewed “balances” Anet should take the time and actually balance combat for WvW separately or at least take the time to do some basic balances on skills and ability’s that are over powered in WvW.
Yup it takes hard tactics to stack a server and train down your lessor number enemy servers. Yup much skill involve. Until Anet nerf the "outnumber your enemy servers, then press F1 to win and laugh overpowered playstyle. Nope WvW takes no skill at all.
But at least I admit it!
PoF guys get ready for PvE joys
Yup it takes hard tactics to stack a server and train down your lessor number enemy servers. Yup much skill involve. Until Anet nerf the "outnumber your enemy servers, then press F1 to win and laugh overpowered playstyle. Nope WvW takes no skill at all.
Though uneven fights are very common many fights are with even numbers on both sides. This isn’t every fight and something to be fixed to make numbers even. They attempted a fix for this with merges. With that said having a group that knows what their doing and working together you can take out even twice your numbers with skill, tactics and teamwork. So thats invalid except for those specific fights that are 10v50 where its just a faceroll.
(edited by judgement.9782)