How to improve the meta with 6 changes
All very good suggestions. I’d add something about the stun lock / immobilize-stacking issue.
All very good suggestions. I’d add something about the stun lock / immobilize-stacking issue.
Well, I think the pin down animation and cast time is really going to help with immobilize and stunlocking.
I think these are all reasonable suggestions infantry div. Brevity is beautiful as it is so rare on these forums.
A comment on engi. I don’t think the problem is AR. The real issue is the number of their heals/water fields/blast finishers. The healing is what is OP.
I think these are all reasonable suggestions infantry div. Brevity is beautiful as it is so rare on these forums.
Thanks! I attempted to just figure out what was the most annoying thing each of the classes that gets complained about has.
A comment on engi. I don’t think the problem is AR. The real issue is the number of their heals/water fields/blast finishers. The healing is what is OP.
While its true that maybe AR isn’t actually the thing making engi very powerful, I think that having an engi at 20% health the whole game and not being able to finish him is one of the most annoying things about the class, especially in solo queue.
not sure if this is really for tpvp since no one would use PU in tpvp.
if it’s for common dueling. I would say they need to do something with 30 Shadow arts too. It’s even cheaper than PU.
Most of these are 1v1 changes. 1v1 is irrelevant in this game.
+1 for 3v3 or 2v2 deathmatch
I attempted to just figure out what was the most annoying thing each of the classes that gets complained about has.
I think this is the best attempt I’ve seen recently. Concise and to the point. And no personal vendettas
Anet, hire this person!
Most of these are 1v1 changes. 1v1 is irrelevant in this game.
Three of the changes deal directly with top tier tournament specs (Warrior, Ranger, Thief). Automated Response deals indirectly with decap engineer, which is seeing some play at high levels currently.
PU and MM deal with the fact that these specs are incredibly annoying to 1v1 against and have an extremely low skill floor.
These are in my opinion the 6 things in the current meta which cause the most annoyance.
Warrior
Healing Signet: Will never create skilled gameplay, its as passive as passive gets, make it similar to mesmer healing signet but with adrenaline instead of clones.
Engineer:
Automatic Response might be bad for team fights, but it’s incredibly annoying in 1v1s and needs to be removed. Give engineers slightly more active condition clear in its place.
Thief:
There isn’t really a problem with d/p or s/d thieves anymore. Both those builds take a while to learn and master. S/P is now poorly designed with pistol whip as a stun, burst and evade all in one skill. It needs an increased initiative cost or to be broken up into separate skills the same way s/d was.
Response to:
Warrior section:
Healing Signet isn’t a problem.
Image it with no Cleansing Ire and no Berserker Stance (Like old warrior in the past when warriors were extremely hard to play), it will be balanced.
People in this forum, including the devs, do not understand why warrior is faceroll right now. Because all of none skilled player will choose to use soldier amulet with cleansing ire and berserker stance and endure pain, to make as tanky as they can be. More tankier in the hambow spec, you either never kill others, or you kill others slowly.
Poison is the counter of Healing Signet. The reason why no counter atm is Cleansing Ire. This trait should be eliminated because condition should be warrior’s weakness, not physical damage.
Engineer Section:
Agreed, AR is for none skilled player as well. In fact all the engineer spec is easy to play atm. Nades with toolkit, and a Elixer s with a stealth mechanic. I play engi for like 2 hours and I already mastered it.
All I do is press skills randomly, and it will provide you random blinds, poison, chills. When you get focused, you block with toolkit, block you your shield again. When a zerg chasing you, you throw nades behind, and stealth yourself. So easy to play.
Thief Section:
Thief is the easiest class atm in this game, especially when A-net buff the base regan of initiative point. I play about 10 hours of thief and I mastered d/p, s/p spec. S/p spec is extremely easy, so as d/p. People think its hard because they do not understand the mechanic of thief. D/P is a faceroll spec like S/P.
In S/P spec, all you do is burst randomly with your steal, infiltration signet, and when you almost die, short bow away or shadow away or short bow 3 evade spam or shadow refuge. While you are bursting in the zerg, you are invisible all day every day, so easy.
In D/P spec, all you do is same as S/P, burst randomly with 1 skill (Steal), and infiltration signet. When you almost die, same as S/P will do but you have way more survival skills, which is stealth combo by pistol and dagger, so easy, extremely easy.
In the enemy down body situation, its way more easier. All you have to do is swap to short bow and put aoe posion down, then cluster bomb all day. The down body will require at least 2 people to ress up.
Against warrior, spam your perma blind bug by stealing warrior all day. Extremely easy to kill warrior as a thief.
The community doesn’t understand that warrior isn’t the easiest class anymore. Thief and engi is already over it. If anyone with a base skill level cap in this game will understand what I’m talking about here. Thief is the most easiest class i have ever played in Guild Wars 2, then engi, then warrior.
If you never played warrior way back before, do not tell me what’s call “hard to play” in this game, all the kitten in this game now is easy, and thief is the exceptional one.
and btw, if A-net always listen to those people who always trying to protect their own class by saying their own class is hard to play, this game will never be balanced.
(edited by Anastasis.7258)
These are in my opinion the 6 things in the current meta which cause the most annoyance.
Warrior
Healing Signet: Will never create skilled gameplay, its as passive as passive gets, make it similar to mesmer healing signet but with adrenaline instead of clones.
Engineer:
Automatic Response might be bad for team fights, but it’s incredibly annoying in 1v1s and needs to be removed. Give engineers slightly more active condition clear in its place.
Thief:
There isn’t really a problem with d/p or s/d thieves anymore. Both those builds take a while to learn and master. S/P is now poorly designed with pistol whip as a stun, burst and evade all in one skill. It needs an increased initiative cost or to be broken up into separate skills the same way s/d was.
Response to:
Warrior section:
Healing Signet isn’t a problem.
Image it with no Cleansing Ire and no Berserker Stance (Like old warrior in the past when warriors were extremely hard to play), it will be balanced.People in this forum, including the devs, do not understand why warrior is faceroll right now. Because all of none skilled player will choose to use soldier amulet with cleansing ire and berserker stance and endure pain, to make as tanky as they can be. More tankier in the hambow spec, you either never kill others, or you kill others slowly.
Poison is the counter of Healing Signet. The reason why no counter atm is Cleansing Ire. This trait should be eliminated because condition should be warrior’s weakness, not physical damage.
Engineer Section:
Agreed, AR is for none skilled player as well. In fact all the engineer spec is easy to play atm. Nades with toolkit, and a Elixer s with a stealth mechanic. I play engi for like 2 hours and I already mastered it.All I do is press skills randomly, and it will provide you random blinds, poison, chills. When you get focused, you block with toolkit, block you your shield again. When a zerg chasing you, you throw nades behind, and stealth yourself. So easy to play.
Thief Section:
Thief is the easiest class atm in this game. I play about 10 hours of thief and I mastered d/p, s/p spec. S/p spec is extremely easy, so as d/p. People think its hard because they do not understand the mechanic of thief. D/P is a faceroll spec like S/P.In S/P spec, all you do is burst randomly with your steal, infiltration signet, and when you almost die, short bow away or shadow away or short bow 3 evade spam or shadow refuge. While you are bursting in the zerg, you are invisible all day every day, so easy.
In D/P spec, all you do is same as S/P, burst randomly with 1 skill (Steal), and infiltration signet. When you almost die, same as S/P will do but you have way more survival skills, which is stealth combo by pistol and dagger, so easy, extremely easy.
In the enemy down body situation, its way more easier. All you have to do is swap to short bow and put aoe posion down, then cluster bomb all day. The down body will require at least 2 people to ress up.
Against warrior, spam your perma blind bug by stealing warrior all day. Extremely easy to kill warrior as a thief.
The community doesn’t understand that warrior isn’t the easiest class anymore. Thief and engi is already over it. If anyone with a base skill level cap in this game will understand what I’m talking about here. Thief is the most easiest class i have ever played in Guild Wars 2, then engi, then warrior.
If you never played warrior way back before, do not tell me what’s call “hard to play” in this game, all the kitten in this game now is easy, and thief is the exceptional one.
Well, in response to your warrior comments.
I don’t think warrior is extremely easy to play, and I can tell the difference between a good and bad warrior now, unlike before the hambow nerfs.
However: Healing Signet may or may not be a problem, but why would you want that skill anyway? It is extreme passiveness. If warrior got a good active heal in exchange, wouldn’t that be good for the game? I also think that cleansing Ire wouldn’t be such a problem if Combustive Shot wasn’t a 100% chance for the cleanse
These are in my opinion the 6 things in the current meta which cause the most annoyance.
Warrior
Healing Signet: Will never create skilled gameplay, its as passive as passive gets, make it similar to mesmer healing signet but with adrenaline instead of clones.
Engineer:
Automatic Response might be bad for team fights, but it’s incredibly annoying in 1v1s and needs to be removed. Give engineers slightly more active condition clear in its place.
Thief:
There isn’t really a problem with d/p or s/d thieves anymore. Both those builds take a while to learn and master. S/P is now poorly designed with pistol whip as a stun, burst and evade all in one skill. It needs an increased initiative cost or to be broken up into separate skills the same way s/d was.
Response to:
Warrior section:
Healing Signet isn’t a problem.
Image it with no Cleansing Ire and no Berserker Stance (Like old warrior in the past when warriors were extremely hard to play), it will be balanced.People in this forum, including the devs, do not understand why warrior is faceroll right now. Because all of none skilled player will choose to use soldier amulet with cleansing ire and berserker stance and endure pain, to make as tanky as they can be. More tankier in the hambow spec, you either never kill others, or you kill others slowly.
Poison is the counter of Healing Signet. The reason why no counter atm is Cleansing Ire. This trait should be eliminated because condition should be warrior’s weakness, not physical damage.
Engineer Section:
Agreed, AR is for none skilled player as well. In fact all the engineer spec is easy to play atm. Nades with toolkit, and a Elixer s with a stealth mechanic. I play engi for like 2 hours and I already mastered it.All I do is press skills randomly, and it will provide you random blinds, poison, chills. When you get focused, you block with toolkit, block you your shield again. When a zerg chasing you, you throw nades behind, and stealth yourself. So easy to play.
Thief Section:
Thief is the easiest class atm in this game. I play about 10 hours of thief and I mastered d/p, s/p spec. S/p spec is extremely easy, so as d/p. People think its hard because they do not understand the mechanic of thief. D/P is a faceroll spec like S/P.In S/P spec, all you do is burst randomly with your steal, infiltration signet, and when you almost die, short bow away or shadow away or short bow 3 evade spam or shadow refuge. While you are bursting in the zerg, you are invisible all day every day, so easy.
In D/P spec, all you do is same as S/P, burst randomly with 1 skill (Steal), and infiltration signet. When you almost die, same as S/P will do but you have way more survival skills, which is stealth combo by pistol and dagger, so easy, extremely easy.
In the enemy down body situation, its way more easier. All you have to do is swap to short bow and put aoe posion down, then cluster bomb all day. The down body will require at least 2 people to ress up.
Against warrior, spam your perma blind bug by stealing warrior all day. Extremely easy to kill warrior as a thief.
The community doesn’t understand that warrior isn’t the easiest class anymore. Thief and engi is already over it. If anyone with a base skill level cap in this game will understand what I’m talking about here. Thief is the most easiest class i have ever played in Guild Wars 2, then engi, then warrior.
If you never played warrior way back before, do not tell me what’s call “hard to play” in this game, all the kitten in this game now is easy, and thief is the exceptional one.
Well, in response to your warrior comments.
I don’t think warrior is extremely easy to play, and I can tell the difference between a good and bad warrior now, unlike before the hambow nerfs.
However: Healing Signet may or may not be a problem, but why would you want that skill anyway? It is extreme passiveness. If warrior got a good active heal in exchange, wouldn’t that be good for the game? I also think that cleansing Ire wouldn’t be such a problem if Combustive Shot wasn’t a 100% chance for the cleanse
I did not say healing sigent is ok to exist, I just say the skill will be balance when cleansing ire and berserker stance is removed. Cleansing Ire is a problem is because warrior is designed to be countered by conditions. This trait shouldn’t be exist at beginning.
To be honest, I really hope A-net roll warrior back before when they only give warrior Destruction of Empowered trait. That time warriors do not have berserker stance, and cleansing ire, and healing signet. That’s the the time when warrior is extremely hard to play and only skilled players can handle it.
Agreed with OP: The necro changes in particular sound solid.
The pistol whip changes to break the skill into two abilities should be on the way, so I anticipate that will help things there.
Some personal notes from me:
Warrior: Besides healing-signet, zerker-stance has to be fixed, letting buffed condition-durations go through the stance minus the 100%.
Necromancer: PvP doesn’t need any more of these AI-builds. Please exclude minions in PvP.
Some personal notes from me:
Warrior: Besides healing-signet, zerker-stance has to be fixed, letting buffed condition-durations go through the stance minus the 100%.
Necromancer: PvP doesn’t need any more of these AI-builds. Please exclude minions in PvP.
Unfortunately I see almost zero chance of Arenanet removing minions at this point. But I think nerfing minion damage and buffing their utility would raise the skill floor on this build exponentially if it was done right, and you probably would stop seeing people putting full minions on their utility bar. That means less clutter and smarter play.
Some personal notes from me:
Warrior: Besides healing-signet, zerker-stance has to be fixed, letting buffed condition-durations go through the stance minus the 100%.
Necromancer: PvP doesn’t need any more of these AI-builds. Please exclude minions in PvP.
Unfortunately I see almost zero chance of Arenanet removing minions at this point. But I think nerfing minion damage and buffing their utility would raise the skill floor on this build exponentially if it was done right, and you probably would stop seeing people putting full minions on their utility bar. That means less clutter and smarter play.
Pretty funny when I am on my guard in spvp and think “alright this is gonna be a really tough 1vX… oh wait it’s just one necro.” Passive specs absolutely ruin pvp because they allow people with a lower amount of skill to feel “good” against other low skill players (not saying I am good, just that this does happen). Then when these players who rely on an easy-to-master spec as a crutch come up against someone who is actually decent at their class they QQ and call for nerfs.
Example: I was doing some hotjoins for fun yesterday and randomly got into a match with just me and one other person. I was on my guard and I play a 0/5/30/15/20 medi gs sw/f spec with zerker trinket, divinity or speed runes. I love the combination of burst, combat mobility, and high (for dps spec) survivability.
On with the story… the other person was also playing a guard, we decided to duel for the game and whoever won the duels could take the points and win the game. I won all the duels we had, which made sense since this other person was not experienced with guard. They messaged me which server to go to and we dueled again, except this time he brought a hambow healing sig warrior. It was pretty apparent he thought he was going to smoke me on his “OP” warrior. However I beat him 3-4 times in a row again. He then complained that guards have too much sustain and left. (I am in no way saying guards are bad in this, just that this player was using HS as an obvious crutch, also this is no indication that I am in any way skilled)
Long story short, a muscle will never grow unless it has resistance. Likewise a player who is never challenged with a difficult spec won’t adapt and improve. Specs that are as easy as several warrior builds, s/p thieves, some engi builds should never be as good as builds that require skilled play. This allows “easy” specs to be used by new players who can look at more experienced players and say “wow I am going to learn that hard spec so I can be better!” This promotes much better pvp overall. Alright sorry for the huge wall of text, hope you all have a nice day!
Persiës Sunreaver (ele), Persiës (ranger),
Gromphe Baenre (necro), Përsies (guard)
Some personal notes from me:
Warrior: Besides healing-signet, zerker-stance has to be fixed, letting buffed condition-durations go through the stance minus the 100%.
Necromancer: PvP doesn’t need any more of these AI-builds. Please exclude minions in PvP.
Unfortunately I see almost zero chance of Arenanet removing minions at this point. But I think nerfing minion damage and buffing their utility would raise the skill floor on this build exponentially if it was done right, and you probably would stop seeing people putting full minions on their utility bar. That means less clutter and smarter play.
I see what you think about. However I’m very sceptical about this, as spirits also have an active ability, while, besides burning, don’t really deal damage and are mostly spammed (as they are delayed and dodges/blocks make it predict-based).
Some personal notes from me:
Warrior: Besides healing-signet, zerker-stance has to be fixed, letting buffed condition-durations go through the stance minus the 100%.
Necromancer: PvP doesn’t need any more of these AI-builds. Please exclude minions in PvP.
Unfortunately I see almost zero chance of Arenanet removing minions at this point. But I think nerfing minion damage and buffing their utility would raise the skill floor on this build exponentially if it was done right, and you probably would stop seeing people putting full minions on their utility bar. That means less clutter and smarter play.
I see what you think about. However I’m very sceptical about this, as spirits also have an active ability, while, besides burning, don’t really deal damage and are mostly spammed (as they are delayed and dodges/blocks make it predict-based).
I prefer activated utilities to mindless raw damage any day