(edited by LoneWolfie.1852)
My thoughts on this current patch.
I completely agree with you. Though, having a Ranger to play, Rangers are 100 times worse than thieves in the fact that they barely do enough damage and they can’t survive for any longer than 5 minutes in a dungeon or in PvE. The time until death in PvP is lowered to about 10 seconds now. It seems as though every class except the Warrior, Guardian, and the Mesmer are getting nerfed into the ground. It would excite me to no end to see Anet successfully balance the classes. But, seeing as how that didn’t even happen to my Ranger in Guild Wars 1, it looks like it’s not going to happen any time soon. So back to WoW for me. Blizzard actually knows how to balance classes.
Guild Wars 1, throughout the entire life of the game, has never been known to be well balanced. In fact, the old head of skill balance Izzy was quite infamous among players for his lack of competence.
The only reason it worked out well was that the game was very heavily build focused, and the builds were spectacularly versatile.
When an overpowered build cropped up for whatever reason, it would become popular, and in turn everyone could easily create their own builds designed to hard-counter that broken and overused build.
Guild Wars 2, for better or worse, has no such ability in place to save it.
I’m glad the game is now more about skill and not 99% what build you’re using and what build your opponent is using, but it’s no longer possible for the players to cover the incompetence of the devs.
More than that, if a particular skill/mechanic is garbage, you cannot in many cases simply not use it.
For those old-school GW1 players, imagine what it would be like if every Ranger were forced to devote a skill slot to the original Otyugh’s Cry.
That’s the situation we’re in right now.
Their greatest balancing fall-back was also to OFTEN take a skill that was overpowered, and literally nerf it so bad that no one would ever be tempted to use it again. Instead of, you know, actually TRYING to balance it.
Doing something like doubling the cooldown on Shadow Refuge, or reducing the damage of Backstab by 70% would have been normal, simply because you had the option of taking something else instead and their objective was to FORCE you to.
This is what we’re dealing with here.
(edited by Grimwolf.7163)
Guild Wars 1, throughout the entire life of the game, has never been known to be well balanced. In fact, the old head of skill balance Izzy was quite infamous among players for his lack of competence.
The only reason it worked out well was that the game was very heavily build focused, and the builds were spectacularly versatile.
When an overpowered build cropped up for whatever reason, it would become popular, and in turn everyone could easily create their own builds designed to hard-counter that broken and overused build.
Guild Wars 2, for better or worse, has no such ability in place to save it.
I’m glad the game is now more about skill and not 99% what build you’re using and what build your opponent is using, but it’s no longer possible for the players to cover the incompetence of the devs.
More than that, if a particular skill/mechanic is garbage, you cannot in many cases simply not use it.
For those old-school GW1 players, imagine what it would be like if every Ranger were forced to devote a skill slot to the original Otyugh’s Cry.
That’s the situation we’re in right now.
Their greatest balancing fall-back was also to OFTEN take a skill that was overpowered, and literally nerf it so bad that no one would ever be tempted to use it again. Instead of, you know, actually TRYING to balance it.
Doing something like doubling the cooldown on Shadow Refuge, or reducing the damage of Backstab by 70% would have been normal, simply because you had the option of taking something else instead and their objective was to FORCE you to.
This is what we’re dealing with here.
I saw such a thing in an other game. Devs catered to pvp hysteria, from a very vocal but small group of pvp players ( most players had NO issue with the 2 sublcasses in question), and 2 subclasses became so unattractive that nobody wanted them or wanted to play them. Only new players who did not know rolled them. That did not last long either as the truth became clear.
Having decided to cater to that lynch mob, I suppose they could not simply delete the subclasses to shut up the whining, and reworking them would be a huge chore. So, they nerfed them until the issue barely existed, as nobody wanted to play one. And of course, no one in pve wanted them.
Inelegant but, it worked. Looking at the history here, the thief does seem to be on that track. I can imagine players just deciding…it is just easier not to play this class.
Last patch did not effect me too much, but the caltrops change I really dislike. I disliked the loss of our ability to make stealth drop aggro in the previous patch. I never had a problem with it, though seems some really did ( and they like this change).
But, I can imagine a point at which, the class will loose it’s fun for me. It has already for me from the Feb. patch, that I really disliked. But I continue to toy with the thief.
Fact is, since the Feb. patch I play it much much less. I have the bad feeling that this is how it will go, and eventually the accumulated changes are gona mutate the class to the point where I just loose interest.