Showing Posts For Caelmir.2514:
I think the hp will let Guardian be a more effective bunker choice again and allow non elite burst builds to be viable again, not just the dragon hunter trap burst. Engineers and Revnants have the same levels of mitigation and sustain as Elementalists so why shouldn’t they share the same base hit points?
Both diamond skin and resistance should only make you immune to the damaging effects of conditions, it would make elementalist and revnants so much more tolerable.
Changed to a more appropriate title, still want to know what people think.
I understand that. I am more looking for what you think rather than what we already know. My idea isn’t a balance pass, I actually more or less like were things are at. It is just a HP tweek that i think would make a huge difference. That being said thank you for reading and commenting!
I think that their are three different archtypes to classes right now and i think the only thing that is really wrong with balance is the hit point pool of classes.
We have high support/sustain/boon classes: Revnant, Engineer and Elementalist. They all have high boon up time, a strong ability to heal and good access to block and invulnerability. All they classes perform above the curve when allowed to maintain boon stacks.
We have the medium versions: Guardian, Ranger and Mesmer. They can all operate with limited boons and have a limited ability to reset their hit points. The primary defenses are utility cool downs and they have limited boon application.
We have the Low versions : Warrior, Thief and Necromancer. They can operate with no boons and have almost no ability to heal. The main defensive mechanic is some kind of avoidance, either blocks or immunites, but they have a hard time sustaining long fights and resetting health.
So my proposal is to tie health pools to these archtypes rather than the current ones, which would lead to the following changes:
High HP pool classes:
Warrior (stays the same)
Thief ( up from low extra 7.5k hp)
Necro (stays the same)
Medium HP pool Classes:
Guardian ( up from low extra 4k hp)
Ranger ( stays the same)
Mesmer ( stays the same)
Low HP pool classes:
Revnant (down from mid losses 4k hp)
Engineer (down from mid losses 4k hp)
Elementalist ( stays the same)
I think these changes will do the following:
Revnant: Add some risk vs reward for using glass builds and bring their survivability back in line with other classes. It will make amulet choice more defining.
Engineer: Will compensate for their high sustain and mitigation, engie’s have very high block and invuln uptime combine with srong sustain.
Guardian: Will open up viable support and burst builds again. The extra hp will let Guardian Tanks and Medi bursters be a thing again.
Thief: Will open up thief bursters and brawlers. It will open up full zerk builds for thieves again and you could even see soldier brawlers or sentinel evade tanks with 31k health. Can you even imagine being scared to see a they again?
Warrior: I think with the meta shift from the other changes that warriors will find a place in the meta again, i feel it’s the Engineers and Revnants taking their spots right now. With those classes being down tuned a little, warriors should make a comeback too.
Let me know what you think!
(edited by Caelmir.2514)
I tried it out last night for a few hours, the only thing I ended up changing out was arcane shield for armor of earth and eventually went to flame legion runes for the little boost to direct damage. It performed well as posted but I missed the stability and felt that the flame legion fit well with the damage modifier theme. It was an absolute blast too play though, either way.
I think a conjurer that equips the existing weapon conjures in the F1-4 slots would be interesting. It would keep all of the existing traits and mechanics intact while completely changing the play style. Fire Axe for ranged offense and skirmish. Lightning hammer for melee offense and control. Earth Shield for defense and Frost Bow for healing and support. I’m excited just typing about it!!