Showing Posts For AmoreDeus.3076:

My opinion of PvP.

in PvP

Posted by: AmoreDeus.3076

AmoreDeus.3076

Wow I’ve been reading these forums and there seems to be a lot of misunderstanding about balance as well as some people not playing there class enough or quite understanding it yet. Let me start with the facts from my perspective. I play a roaming ele and currently have about 13.8k health. I have about 400-500 games on my ele and am a level 23 in spvp. I dont pvp and I have 236 hours of playtime. From my personal experience this games balance is great, I can beat every class 1v1 except a mesmer a retal guardian and rangers (havent learned to fight them yet). Currently in my opinion the elementalist could use some quality of life changes such as making dragons tooth and ice spike a ground target, as well as a bit better minor traits, decrease the cooldown on fire grab a bit to 30 or increase damage on it and make it have a longer channel (does about a 5k crit every 45 sec when thiefs can heartseeker for that ammount and its spammable). As far as nerfs go on things that are op Moa could use a duration change. I understand its on a 3 min cd but its a 10 sec stun and is to long, maybe decrease it to 7 sec. Also on the mesmer the shatter damage is a tad steep and needs to be looked at. The only other change in my opinion that needs to be done is decrease retaliation damage. other then that the classes are fine and the game is fine. Classes since the beginning of MMO’s have been made to fill roles and be better at roles then other classes. this game is not different.

Idea: lets offer up changes to the class (one per person)

in Elementalist

Posted by: AmoreDeus.3076

AmoreDeus.3076

On some other forums this a post like this and this is strictly related to spvp because I don’t pve but from that stand point theses changes were presented and sums up all the needed changes to me
“Fix the Firegrab ‘missing-while-moving’ bug (along with other single-blast conical casts, Lightning Touch for example)
Increase Firegrab’s damage (5k crit on a 45 sec CD? Heartseeker does that mcuh and is spammable) to ~5k base damage. Increase animation time aswell (to offset increase in damage)
Give elementals an ‘active’ skill, even if its just allowing us to choose when it casts its special spell.
Make Churning Earth actually hold and release.
RtL pathing fix?
Static Field Stuns if you move into it, not just dazing.
Make skills like Dragons Tooth, Shatterstone and Ice Spike all hold and releases that ramp up in damage the long you hold it.
Totally new traits in genera”

Mesmer, Thief, and Guardian are working as intended.

in PvP

Posted by: AmoreDeus.3076

AmoreDeus.3076

But when a guardian can 3v1 with 14k health and retaliation and never fall below half health while killing the 3 fighting him somethings wrong.

No Common Sense in Class Balance

in PvP

Posted by: AmoreDeus.3076

AmoreDeus.3076

I personally have played an Elementalist, Necro, Guardian, Thief, and a tiny amount of Ranger in sPVP and tPVP, and from my personal experience the class balance is pretty good. I main my elementalist and have over 50% of my games played on it so I know what its like to feel like a class is kittened and when a class is over powered. The thief WAS very op however the nerf to heartseeker made the class a lot more manageable. As far as the pistol whip hundred blade arguments go there not impossible to get out of or avoid. When I see a thief immobilize me or a warrior charge me I will hit my Mist form to dodge the skill if its up or I will dodge out of it as soon as possible. Once you’ve played against these classes enough there not impossible to beat. On another note both these classes excel at 1v1 but there team fight presence is not near as high as an elementalist or a necro’s so its balanced in that sense too. The only thing that I’ve noticed right now that is WAYYY out of hand is the guardians Retaliation build. Two of my guildmates run this build and at 14k ish health can sit on a point while around 3 people from the enemy team try to kill them. The best part about this is that the guildmate who designed this spec did it so that he could hold a point ant pretty much never move which he does. What happens is that he heals for a lot has tons of protection and on top of that the retaliation on him will kill you before you get him to less then half health without his heal up.

TL;DR: Nothing is overpowered from my experience (Rank 21 and rank 20 in the first 2ish weeks) except the guardian retaliation spec that makes them 99% invincible