Questions to devs concerning build viability

Questions to devs concerning build viability

in Profession Balance

Posted by: Diovid.9506

Diovid.9506

What are some questions concerning viability of builds that you would want to ask the devs? I hope we can compile a few here and then hopefully a dev could come by and answer them (or answer them in a Ready Up possibly).

I’m sure most questions will be about condition-builds and about zerker builds.

My questions are the following however:

1) Some professions can fill up their healing and elite skill slots with some of their utility skill types but they can not do so with other utility skill types and other professions can not do so at all. For example, a Warrior can fill his bar with signet skills but not with his other utility skill types. A Guardian can do this with none of his utility skill types. Are there any plans to adress this? In other words, will all professions have at least one healing skill and one elite skill of each of their utility skill types at some time in the future? I sure hope so!

2) I know this is something that has been mentioned before by others from time to time and I understand that underwater combat is not high on Anet’s list of priorities but it is something that has been bothering me since release. Why are some builds pretty much equally viable on land and underwater while this is only partially true or entirely not true for other builds? Are there any plans to adress this, either by creating seperate builds for on land and underwater as has often been suggested or by increasing the underwater viability of more builds?

Questions to devs concerning build viability

in Profession Balance

Posted by: Atherakhia.4086

Atherakhia.4086

Why do Rangers exist? Why is a viable power Ranger option apparently the lowest of low priorities since it’s been discussed for 2 years now with 0 movement in viability?

In nearly 2 years I can’t recall a single thread on the WvW forum discussing the overall value/power of the Ranger class in WvW. Never heard on voice chat ‘wow that Ranger really pulled our group to victory’. Usually you can’t even get a shoutout for the class at all and instead they simply refer to you as ‘need well now’.

So yea… what about (power) Rangers?

Questions to devs concerning build viability

in Profession Balance

Posted by: Anymras.5729

Anymras.5729

I’d mostly want to ask about Gadgeteers and Condition Damage mitigation, really.
Every other skillset of the Engineer has a way (albeit sometimes quite limited) of clearing damaging conditions, but the nearest Gadgets get to that is AED’s heal burst or Rocket Boots’ ability to clear Immobilize, Chill and Cripple. This creates an obvious, major weakness for a Gadget-centric build, which leads to some incredibly irritating, tedious and sometimes fatal situations.
Fighting enemies who deal conditions besides Immobilize, Cripple, or Chill leads to having to ‘wait out’ the conditions, even if the enemy is defeated, and damaging conditions can only be dealt with by hoping your heal skill will be sufficient to keep your HP above 0…or getting used to getting Downed after battles. During battles, there’s simply nothing to be done besides trying to heal through the effects, which has…limited effectiveness, to say the least, especially when dealing with Poison, which renders AED’s big heal less effective, and other sources of incoming damage.

Questions to devs concerning build viability

in Profession Balance

Posted by: Diovid.9506

Diovid.9506

Another question I have which I know has been asked many times before and of which it baffles me it has not be addressed since it has been a problem since release: Why are some professions, or rather some builds, so much worse at defeating objects? This is primarily a problem with builds heavily using conditions but, for example, necromancers using marks must also endure this problem since marks are not triggered by objects.

(edited by Diovid.9506)

Questions to devs concerning build viability

in Profession Balance

Posted by: IndigoSundown.5419

IndigoSundown.5419

Another question I have which I know has been asked many times before and of which it baffles me it has not be addressed since it has been a problem since release: Why are some professions, or rather some builds, so much worse at defeating objects? This is primarily a problem with builds heavily using conditions but, for example, necromancers using wells must also endure this problem since wells are not triggered by objects.

Wells work on objects, marks don’t.

Questions to devs concerning build viability

in Profession Balance

Posted by: Diovid.9506

Diovid.9506

Wells work on objects, marks don’t.

Ah, yes, you’re right of course. My bad.