Restart WvW: https://forum-en.gw2archive.eu/forum/game/wuv/Clean-The-Slate/first#post6208959
#CleanTheSlate
It’d be nice if all autoattacks just generated small amounts of life force. Then our other skills could be directed to other things, and god knows we need other things now.
In light of the recent update, which hurt necromancer to the point where I’m going to continue not touching this game until after the expac launches, I wamted to point out a similar trend that happened pre HoT. Before HoT launched, Necromancer was nerfed to oblivion. Terrormancer was shreded, everything else got better, Master of Corruption became the biggest joke trait in gw2, allowing Necromancer to kill themselves at record speeds.
This time is very similar. I am appalled by the changes to SoS, which takes plague signet to MoC levels of stupid while also removing the one thing that made the signets good in the first place. On top of that, the straight up removal of Vital Persistence just makes every build worse.
Having learned more about game design in college, I can’t help but notice all the terrible choices being made here. When you nerf more than you buff to such a significant degree, you lose the support of your community. Personally, I’m not playing this game again until the profession balance reaches a more coherent destination.
I think Obsidian Sanctum should be changed into a 1v1 random arena. Sure, the game isn’t balanced for 1v1s, but people like 1v1ing, so making a system for it would be good. It also gets duelers away from ebg.
I’m concerned about the lack of on crit sigils. My Druid needs sigil of earth in order to exist.
It’s such a huge nerf to my druid, and my druid wasn’t even broken. I was gonna come back to celebrate the ele buffs, but my druid is dead now, so I think I’ll wait for the next balance patch and just hope they compensate or undo this.
Dagger 5 as a blast finisher would be nice. I think there are quite a few places that blast finishers would be welcomed.
I’d revamp all of the traitlines so that they have stronger synergy, make more sense, provide more survivability, and make necromancer stronger overall without breaking it. I’d also revamp vanilla shroud, redesign axe, and make reaper less of a ragdoll.
I dislike the nerf to sharpened edges. It discourages high risk-high reward gameplay. I made a full thread about it on the Druid forum.
They buffed Ghost thief… This makes me want WvW exclusive balance.
Does Deathly Chill work in WvW with the new buff?
Ride the Lightning was buffed. Anything is possible now. Rejoice.
While I am happy to see Sharpening Stone receive another much deserved buff, I am very dissapointed to see sharpened edges receive a 50% nerf. I believe that Sharpened Edges as a trait encouraged condition druids to push for more precision in order to maximize damage instead of bunkering down with vitality and toughness. With this nerf, the value of running precision over vitality is harder to justify. I’d like to test the changes when I get home, but I feel like this change may be more negative than positive and result in a loss of damage for high precision builds in practice.
For the thief all you need is a well placed cc or Root and boom dead thief. They are pain but not invincible. Mesmer is a different story.
Lol, druid root does nothing to evade thief. They can still spam Dagger #3 while immobilized, and it only takes one successful evade to cleanse the immobilize and send them on their way.
Invuln spams need to be nerfed globally. Nobody likes classes that are immune to damage 90% of the time.
Of course, nobody likes being forced to take all of the incoming damage either like Necromancer, so there has to be a middle ground.What class do you think can achieve that goal?
Thieves with every dodge and block on their spec and Dragonhunters that cycle their cooldowns well.
Invuln spams need to be nerfed globally. Nobody likes classes that are immune to damage 90% of the time.
Of course, nobody likes being forced to take all of the incoming damage either like Necromancer, so there has to be a middle ground.
I think I am going to make a run this season on condi longbow and see where I can get. I think I will be starting in amber or emerald as I havnt played since S2. Maybe the reduced CD on the wilderness skills will carry me to legend tier lols.
If only it were Power instead of Expertise. I really wanted to bring the WvW condi longbow to sPvP.
rampager amulet is power and not expertise.
I find Rampager’s Amulet to be way too glassy for a condi hybrid on Druid.
WvW is built around PvP. It does not make sense that balance splits lump us in with PvP. Ideally, we deserve our own balance, because WvW is neglected when in comes to profession balance. However, some of the PvP only changes in this patch would have benefitted the small scale WvW experience, so it is disappointing that they have been left out of WvW.
This is part of what killed balance splits when they originally happened several years ago. Something got nerfed in PvP only (Ele). It became bottom tier in PvP, however the nerf (cleansing water) did not affect WvW eles, so naturally, people wanted what the other PvP game mode had that their’s did not. Balance splits were undone, but now we’re back at where we were and the splits still put WvW on the wrong side.
I request a poll. Ask WvW players if they want to see more attention to profession balance, and pit it against whatever else is on the to-do list. Profession balance will win, because it is the epicenter of all interactions in WvW.
Spending all my money on food when I also need ascended gear.
Reading new patch notes.
Nevermind, this makes me wish that somebody else would make a good WvW MMO
I think the complaint refers to group fights, where a killshot warrior really shines. You really have to call it out to your team when you see one to make sure everybody has their eyes peeled for killshot/gunflame.
What food do you recommend for somebody who isn’t made of money?
I think I am going to make a run this season on condi longbow and see where I can get. I think I will be starting in amber or emerald as I havnt played since S2. Maybe the reduced CD on the wilderness skills will carry me to legend tier lols.
If only it were Power instead of Expertise. I really wanted to bring the WvW condi longbow to sPvP.
Nothing more embarrassing than losing an outnumbered to a single necro. Nice job, but it doesn’t change my opinion on Necro needing improvements.
What server was that? JQ?
Against competent opponents you just use competent lines of play, like using Consume Conditions out of Shroud after channeling out Infusing Terror. It’s not that difficult to make it work. Need to heal? Bait out CC with “Chilled to the Bone!” or profit from the Stability; works perfectly in the Ranger matchup since they’ll probably dodge, but their pet obviously won’t. Is it perfect? No, but it shouldn’t be; it’s called “counterplay” for a reason.
Yet despite this, I have yet to face a necro that does anything other than die trapped in my roots while trying to catch up to me with no chance of ever actually entering melee.
Definitely sounds like a player skill issue, although to be fair the Druid matchup is literally: You run in circles until the Necro dies. The Necro only really wins if you mess up.
Well that’s my point. There’s no effective counterplay. I have to suck at Druid to lose to a Reaper. There’s so much counterplay against Reaper that it has to cast its elite just to maybe get off one heal. If Necromancer had better access to cleanse, Prayer to Dwayna would be a viable heal in comparison to our other heals.
I’m more upset with the fact that none of the changes they’re making for PvP effect WvW when WvW is more like PvP than PvE.
I say no thank you to a Tengu Tonic, because I want Tengu to be a playable race. What MMO has bird people? It’d be so cool!
Don’t get your hopes up. There’s still a score of weapons left before the third batch of legendaries is on the table.
Why are these PvP only? WvW wants some of these changes too!
Maybe not the orbs in their original incarnation. Personally, I’d love to see something like the original Jade Quarry from GW1. They could have a super amped up carrier bring the orb to the ruins and cause something game changing to happen.
While gold can be obtained via paying, it can also be obtained via spending time. So, pay-to-win is not really an appropriate term. It’s more like, “Grind for an advantage.” and that is the nature of MMO’s. MMO’s are time sinks disguised as fun.
WvW costs more to play than it gains. As long as it is tied to the economy, it will always be that way.
I agree that reducing all damage by 10% would help, because it would increase the value of toughness and vitality, but I would also want to see all healing reduced by 10% ad well, because healing would be too good if everyone did less damage.
On top of that, the number of blocks and invluns in the game could stand to be reduced. There are builds that just burst then cycle dodges, blocks, and invulns until their burst is off cooldown again.
Revenant probably needs the most love. Jalis and Ventari need to be completely reworked. Mallyx is weak compared to Shiro and Glint, and condi rev is an ancient relic.
Ele needs that middle ground build back. Tempest is too much support, Scepter ele is too much glass, and retro D/D was just right. Did it need nerfs? Yes, but now it sucks, so it needs buffs.
Necromancer, as usual, is split between people who insist it is weak, and people who are in denile of that to the point where they demand Necromancer receive nerfs. Personally, I think even base Necromancer would be viable if the class as a whole had a few improvements to sustain and mobility.
I love Druid right now, but staff 2 and 4 are garbage, and stat availability really holds back Druid in sPvP. Ranger without Druid still a bit of a joke.
Dragonhunter’s Spear pull is insane and extremely annoying. They also block forever. They block when they burst, they block when they heal, and then they become invulnerable and reset the cooldown on second heal, a pull, and… another block? Seriously?
I have no comment on engi right now
Warriors in WvW are still waiting for that nerf to Adrenal Health
Thief needs buffs and nerfs. Not just buffs, Not just nerfs. Both are needed. For example, Sword needs buffs and Unhindered Combatant needs nerfs. There are plenty of other places where that applies, but the gist is that for every nerf suggested, there is a buff that thieves desperately need.
Make a reward track that just gives Hardened Leather. Everybody will be happy.
I know Necro doesn’t really have much else to take away at this point, but that doesn’t mean taking it away is the correct course of action…
If you want to play D/D ele in sPvP, you will first have to master Chronomancer so that you can time travel to when it was viable.
Against competent opponents you just use competent lines of play, like using Consume Conditions out of Shroud after channeling out Infusing Terror. It’s not that difficult to make it work. Need to heal? Bait out CC with “Chilled to the Bone!” or profit from the Stability; works perfectly in the Ranger matchup since they’ll probably dodge, but their pet obviously won’t. Is it perfect? No, but it shouldn’t be; it’s called “counterplay” for a reason.
Yet despite this, I have yet to face a necro that does anything other than die trapped in my roots while trying to catch up to me with no chance of ever actually entering melee.
And video 6 is here (well it’s been out for a bit but I forgot to post it anywhere). The baseline necro roaming is officially over for me, and this is the last video with any baseline necro I plan on doing. Hopefully people enjoy.
This makes baseline Necro look good lol.
If they buffed baseline Necro in a few ways, it’d be much more viable.
As it stands right now, Reaper Shroud doesn’t even offer that much for Condi Necro.
You will hit stupidly hard, but Condis will destroy you.
Good revenants are very hard to kill, but all revenants die to condis.
btw, your enemies will switch to condi if you beat them multiple times.
Oh well. I’m not much of a guild manager myself lol.
Could be worse, could have pulled both 15 stacks of burning and 10 stacks of bleed
I can’t begin to count the times that the passive on Psig has killed me.
It usually saves me more often than not. I wish it were unblockable, because I tend to get condi bombed and cc bombed simultaneously to prevent me from using my heal of staff 4, so I use plague signet, and it lands on one of the many sources of block in the game if I don’t take an extra two seconds of condi damage to make sure I pick somebody without aegis or block spam.
No bluff. When I fight condi necro on my condi ranger, I save my CC for his heal, and I interrupt it almost every time. Necromancers usually avoid plague signet (I use it, but a lot don’t), and staff 4 is inadequate by itself.
Necromancer without his heal literally just sits there and melts.
It struggles in 1v1 against anything that has more mobility and good cleanse.
Tone it down? I’m okay with that.
However, don’t make it blockable. Blocks are overabundant and broken right now.
Also, Necromancer needs significant compensation, it is in a really bad spot right now.
Pretty sure scrapper gives the most superspeed?
While Lotus and Bound can be immob and CC’d, which makes them balance in their own sense (IMO, Lotus and Bound is even underpowered compared to Dash). So there will be a nerfed, will it be Dash or the other two, or would it be Acro?.
In my experience, immobilize doesn’t work on a thief no matter what dodge they spam. Even though they can’t press the actual dodge skill when they get immobilized, Dagger #3 spam, Staff #5 spam, Withdraw, and Bandit’s Defense all nullify incoming damage long enough for most immobilize to go away.
Of course, dash is just nuts to go against with immobilize, because it will never work.
Can somebody make this? This would be awesome.
In small scale WvW, the class is literally the worst is has ever been. It has bulk and average damage, but no sustain whatsoever. It has one of the weakest heals, because it is easily interrupted. The average damage output is a joke when other classes have high damage builds with more sustain and more than enough bulk. Necromancer used to be among the best 1v1. Now it is below average 1v1, with multiple classes including the omnipresent thief and druid calling themselves hard counters.
I think damage has scaled too high since HoT, which has made bulk obsolete, and instead of reducing damage, Healing was tuned up to insane levels.
A global nerf to all forms of damage and healing would increase the value of raw bulk without nuking specific builds in PvP. Alternatively, buffing the effectiveness of raw bulk (health/armor) would greatly help Necromancer. However, Warrior would probably need sustain nerfs because its bulk would be good enough to support it again.
Would Naginatas float your dervish boat? Polearms are awesome and under-represented in fantasy games and Tengu are based on Japanese culture, so a Naginata would actually be a good match for them, and it makes more sense than a Dervish.
I really like where the story took us, but I think Braham is being set up to die, so I’m hoping somebody else dies.
How would that not go wrong assuming everybody wants to win?
Maybe disable the ones that have mobility skills like the mushroom. That’s it.
This is a very helpful change in large scale combat where servers like TC with long names appear to have 2x their actual number, which makes pugs log off or run away
I agree with the OP. I think the have dependency on gold as a resource in WvW hinders people from actually improving at the game mode and forces people to either farm gold or pay real money elsewhere. I assume that WvW is Arenanet’s largest source of revenue though, so I can’t see them making a ton of changes.
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