(edited by CriSPeH.8512)
How was this tested?
I have to be honest.
If they truly adjusted damage based on numbers made on a training dummy, then their testers are just plain stupid and should be scrubbing toilets.
And yes, input from the community is ABSOLUTELY NEEDED in order to ensure that changes are optimal.
These profession changes were actually because of Noone.
You see, it was Noone who claimed that Engineers were overpowered. Noone would go on the forums day and night to write constructive feedback about what makes Engineers overpowered. Because Noone believed Engineers were ruining PvE, sPvP and WvW.
It was Noone who suggested they just flat out nerf grenades. And because of Noones determination Arenanet had no choice but to listen to Noone when they made these changes.
Thanks a lot Noone…
They seriously need to fire the people they had working on balancing this class, they need to hire a prior military munitions and explosives expert officer and they need to get someone in there that can actually perform math because someone is not doing their job.
Seems to me that Anet is stating that the #1 Grenade skill would be OP if they were able to apply a 5% damage increase from sigils so they have been “toned down.”
By stating that they are also saying that when they apply stats to kits Grenades (possiby others) will again have to be toned down.
If Sigils have such an effect on just the #1 skill imagine what those pistols with 180 power(or w/e) are gonna do.
So by giving us Sigils but nerfing us because of it, they are as much as saying that they when they give us Stats they will again nerf us because of it.
So if the least played profession already has a future nerf planned, that will more than likely be much broader than this one, why not let the first nerf go and wait untill we actually have our kits functioning in the way that they are supposed to (if you even know what that is!?).
Seems like the worst thing that could come of it is that the Engineers who just stand around and ONLY spam #1 might get some higher damage numbers.
Seems to me that Anet is stating that the #1 Grenade skill would be OP if they were able to apply a 5% damage increase from sigils so they have been “toned down.”
By stating that they are also saying that when they apply stats to kits Grenades (possiby others) will again have to be toned down.If Sigils have such an effect on just the #1 skill imagine what those pistols with 180 power(or w/e) are gonna do.
So by giving us Sigils but nerfing us because of it, they are as much as saying that they when they give us Stats they will again nerf us because of it.
So if the least played profession already has a future nerf planned, that will more than likely be much broader than this one, why not let the first nerf go and wait untill we actually have our kits functioning in the way that they are supposed to (if you even know what that is!?).
Seems like the worst thing that could come of it is that the Engineers who just stand around and ONLY spam #1 might get some higher damage numbers.
Weapon STATS are already being applied to kits in sPvP and always have. Weapon DAMAGE would be new, if they added it.
But if adding weapon damage to kits (so more then just the default white quality weapondamage) would just result in nerfing the kits down, why bother letting them scale with weapondamage in the first place?
They seriously need to fire the people they had working on balancing this class, they need to hire a prior military munitions and explosives expert officer and they need to get someone in there that can actually perform math because someone is not doing their job.
I’m not sure what the point of hiring a ‘prior military munitions and explosives expert officer’ would be, but I have the strangest feeling the explanation has to do with realism. Which, y’know. ’s all well and good.
I’ll just be over here in the corner with my four-foot-six, shark-toothed, possibly reptilian genius, spraying alchemical fumes all over people to make people I like get better and people I don’t get sick, shunt a blob of acid on the ground and then hit everybody with Flubber.
Point is: Realism is all well and good, but it ain’t that kind of game. If that’s what you’re angling for, you may want to play something a bit less…y’know, fantastical.
Weapon STATS are already being applied to kits in sPvP and always have. Weapon DAMAGE would be new, if they added it.
But weapons in spvp have no stats, only the pve ones do. you lose every stat from your weapon when you equip a kit now except for the sigil.