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Stop Nerfing, Start Buffing.

in Profession Balance

Posted by: DejaVu.9825

DejaVu.9825

It is still too early to say “stop nerf”, but it is also true that there are too many things that need improvement.

Game balance in nutshell

in Profession Balance

Posted by: DejaVu.9825

DejaVu.9825

At that point you’re essentially just saying that because x class has this, why doesn’t my class have that too. The classes have differences for a reason. For example, elementalists have much longer cds in general on their weapon skills to account for the fact that they have twice as many as most classes. Its just the warriors comparing adrenaline to death shroud again. They’re completely different classes with completely different ways to play them.

Hahaha maybe we do not play the same game.
Each class to his game of course, but from what you say you do not know.

Elementalist: 4 Elements with 5 different skill
Warrior: Burst according the weapon
Ranger: Pet ………………………………….
Necromancer: Death Shround
Guardian: Virtue
Thief: Steal
Engineer: 4 different skills depending on utility
Mesmer: 4 Shatter

Here is what differentiates the various professions. Add CD Kit (or remove the CD when you change weapon) is not copying the game of the classes because what differentiates them is another (see above).

What you Lugubras ask, is because some classes have more skills than others. The engineer has 15 skills always available (3 Kit) without taking into account of normal CD that everyone has when they change weapon. This makes the engineer the most versatile class in the game. we should find a way to solve this.

Game balance in nutshell

in Profession Balance

Posted by: DejaVu.9825

DejaVu.9825

The changes that I propose are targeted to make certain abilities more balanced.

5 seconds CD kits engineer is not a nerf but a change that would make his game more calculated and less -> change kit spam spam -> change kit spam spam. 5 seconds are few.

I would like to hear other ideas for the next Profession Balance. I know that the current game is the best we’ve ever had, However there are still skills and traits to fix.

Sorry, I mean you’re entitled to your own opinion on what balance is but saying that’s not a nerf is a complete joke. That’d be one of the biggest nerfs they could do.

Do not nerf nothing, it just makes the engineer more complex = less spam and more reasoning. I know that 90% of the players do not want to engage in play (they want easy game) … but come on guys, we want to or not seek to be E-sports?

Game balance in nutshell

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Posted by: DejaVu.9825

DejaVu.9825

The changes that I propose are targeted to make certain abilities more balanced.

5 seconds CD kits engineer is not a nerf but a change that would make his game more calculated and less -> change kit spam spam -> change kit spam spam. 5 seconds are few.

I would like to hear other ideas for the next Profession Balance. I know that the current game is the best we’ve ever had, However there are still skills and traits to fix.

Game balance in nutshell

in Profession Balance

Posted by: DejaVu.9825

DejaVu.9825

What would you like to see in the next Profession Balance?
I would like to see the following changes:


Magneti Wave (Elementalist)
Remove the removal of three conditions
—————————————————————————————————————————
Whirling Axe (Warrior)
Reduce the cast time to 2 1/2 seconds
—————————————————————————————————————————
(Ranger)
Improve AI pet ranger….
—————————————————————————————————————————
Dark pact (Necromancer)
Reduce the cast time to 3/4 seconds
Reduce the cast time of all the minion to 1 seconds
—————————————————————————————————————————
Shelter (Guardian)
Increase time cast to 2 seconds
—————————————————————————————————————————
Withdraw (Thief)
Increase CD of 5 seconds = 20 seconds CD
—————————————————————————————————————————
(Engineer)
Add 5 seconds CD when changing kit.
—————————————————————————————————————————
Mirror (Mesmer)
Increase time cast to 2 seconds

To you?

Adrenaline should come back... slightly

in Warrior

Posted by: DejaVu.9825

DejaVu.9825

Adrenaline is good as it is. Finally after 1 year I have to “engage” lightly when I use warrior.

New Skills

in Necromancer

Posted by: DejaVu.9825

DejaVu.9825

I’d like to see a new heal, 4 new utilities (1 for each utility type), and a new elite for every class. For the necromancer, these are the skills I came up with.

Spectral Regeneration (heal): Gain 4.5k health (1.0 scaling) and gain Death Shroud every second for 5 seconds (5% DS per second 30% total) 20 second cooldown.

Well of the kitten ed: Applies 4 seconds of one stack of torment per pulse, increases duration of conditions applied to enemies within the well by 33%. 32 second cooldown.

Shambling Horror: Create a Shambling Horror that applies torment on it’s attacks. As per GW1 this minion is melee and should probably have similar armor and health as a bone fiend. The torment could last 6 seconds and it should attack every 3 seconds. When the shambling horror dies a jagged horror is spawned in it’s place (still triggers Death Nova). Cooldown of 30 seconds.

Spectral Block: Sacrifice all remaining Death Shroud and become invulnerable depending on how much you sacrificed. Less than 25% 0 seconds (0). 25-50% 1 second (2). 50-75% 2 seconds (3). Greater than 75% 3 seconds (5). Parenthesis indicate duration with spectral attunement. Prevents capture point contribution 80 second cooldown.

Sacrifice: Sacrifice 25% health, target takes 10% (5?) more damage for 5 seconds. 60 second cooldown.

Order of the Vampire: Grant nearby allies and yourself vampiric aura for 5 seconds (dark red aura). 90 second cooldown. Vampiric aura makes every attack siphon 200 health from enemy target. 200 damage and 200 health. Note: 2 attacks per second from 5 people is 10k damage.

Not really sure on the skill sacrifice, I was having a hard time coming up with a good corruption skill. Anyway, I’d love to hear opinions on these skills or your own ideas as well.

But I would like that would improve the skills that there are already since some are never used because they are too weak.

Game balance in nutshell

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Posted by: DejaVu.9825

DejaVu.9825

Ranger is op. After 30 min playing i play ranger better than i play ele after 2k hours.

I would like to see much your video while you play Elementalist or ranger.

Nothing in this game is "OP"

in Profession Balance

Posted by: DejaVu.9825

DejaVu.9825

Just look through at all the different things that people think are op….Right now on various forums apparently, Hambows, turret engies, necro condi, shatter mesmers, then there was crying about longbow rangers…

None of these are op in my opinion. You don’t have to get angry because it is my view point.

The skills that I have listed are “OP” in the sense that they are stronger compared to their peers. Is there a way to determine if a skill, utility, elite or tract is too strong, just compare it with other skills of the same type.

It is not difficult to understand, it’s pure logic.

As regards all three different areas of the game (pvp, pve and WvW) is the meta which changes, not the actual power of each single skill. But it is also true that in certain areas (PvE and WvW) other factors (food, runes, etc.) can cause “imbalances” united to things that already exist.

As someone already said, it is impossible to have the perfect game, because if there is a meta means that the game is unbalanced. The logical thing to do is to make everything “consistent” the skills must all be strong in a certain way.
The utility stronger than skill base and strong all of at the same level
The elite strongest utility but all of the same way
Ditto for traits according to the cost. So as to have a fun and balanced in its maccaniche without seeing abilities, traits, etc. useless !!! given that at present abound.

Some classes may have perceived “stronger” elites, but then it is balanced up with better utilities or better skills. I honestly don’t feel anything in this game is OP. I truly don’t. It is one of the better balanced MMO’s imo.

I’m sick of people crying for nerfs, when if anything there should be more buffs. We are supposed to be hero’s yet oddly not one class feels super powerful to me.

I know, the term “OP” is exaggerated, however, certain skills are stronger than all the others. Should be modified.

In addition, it is better to first improve all skills, etc. that require new things, otherwise we would be with a multitude of things that would take up unnecessary space.

If you want to I make a list of all the things that should be improved (ability, utility elite traits). Given that I have already said what should be weakened.

Nothing in this game is "OP"

in Profession Balance

Posted by: DejaVu.9825

DejaVu.9825

Just look through at all the different things that people think are op….Right now on various forums apparently, Hambows, turret engies, necro condi, shatter mesmers, then there was crying about longbow rangers…

None of these are op in my opinion. You don’t have to get angry because it is my view point.

The skills that I have listed are “OP” in the sense that they are stronger compared to their peers. Is there a way to determine if a skill, utility, elite or tract is too strong, just compare it with other skills of the same type.

It is not difficult to understand, it’s pure logic.

As regards all three different areas of the game (pvp, pve and WvW) is the meta which changes, not the actual power of each single skill. But it is also true that in certain areas (PvE and WvW) other factors (food, runes, etc.) can cause “imbalances” united to things that already exist.

As someone already said, it is impossible to have the perfect game, because if there is a meta means that the game is unbalanced. The logical thing to do is to make everything “consistent” the skills must all be strong in a certain way.
The utility stronger than skill base and strong all of at the same level
The elite strongest utility but all of the same way
Ditto for traits according to the cost. So as to have a fun and balanced in its maccaniche without seeing abilities, traits, etc. useless !!! given that at present abound.

Nothing in this game is "OP"

in Profession Balance

Posted by: DejaVu.9825

DejaVu.9825

Moa and supply crate???

L2p pls

I really need to explain why?

Then, as regards Supply crate is one of two elite strongest of the game because it has the effect of 3 utility + stun + combo finisher: blast …. None elite to so many effects.

Regarding Moa is simple, too hard. Many people have alternatives, without changing his role in a fight but making it more effective and less powerful at the same time.

Example …

Reducing the duration to 5 seconds
Reduce the CD to 90 seconds
When used invisible visible return

You have to compare skills with skills
the utility with utility
the elite with elite to determine who is too strong or weak.

(edited by DejaVu.9825)

Nothing in this game is "OP"

in Profession Balance

Posted by: DejaVu.9825

DejaVu.9825

OP is exaggerated, in fact I said I need a little change

Nothing in this game is "OP"

in Profession Balance

Posted by: DejaVu.9825

DejaVu.9825

There have been, and are currently aspect that are genuinely over powered, regardless of what the OP claims.

Then again, what is over powered, and why or how it is over powered, is subjective, and open to personal opinion. As you can see, I can state my opinion, as if we’re a fact, in the same manner you can OP.

Ok..playing Devil’s advocate. What is “currently” OP?

AHAHAHAH
Here are the things that are stronger than their counterparts, and, in a certain way are to be considered OP.

Skill …
Magnetic Wawe (Elementalist)
Obsidian Flesh (Elementalist)

Utility …
Particularly strong compared to other utility I can not think of anything, but many are weak and useless.

Elite …
Supply Crate (engineer)
Polymorph moa (mesmer)

And ’needless to say learn to play etc … speeches from children, the list above is the truth point. These skills and elites are stronger than the other skills and elite than any other profession. They need a small nerf… -> small nerf <-

In addition, it is necessary to improve the incredible amount of skill, utility and elite who are really weak and never used.

(edited by DejaVu.9825)

Moa "change" suggestion

in Profession Balance

Posted by: DejaVu.9825

DejaVu.9825

I like how there’s constant complaints about Moa being supposedly too strong, when the elite is nearly untaken in actual play. Yes yes, we are aware, it’s awesome in hotjoin because inexperienced players don’t know what to do when they’re Moa’d.

Try it once they did a dozen of matches and you might as well leave the slot empty, Moa has very few use cases. Not worth a 180s CD, in any case.

Make it a visible projectile that can be reflected. Give it another color and size and the caster can be in stealth.

Then it will became a high risk/reward skill.

Eh, that adds high risk, but what is the high reward? The thing essentially performs a very bad daze-like effect (since for most players raw damage goes way up in Moa form) for 10s on someone.

Not useless, but seeing how you actually make them deal more damage while they’re transformed, what is the use behind it if … hrm… you could ofc self-moa to get that extra power damage.

Realistically though, the skill needs something like a 5-6s duration but a 240-360 AE radius to be useful. Right now you can use it in a select few cases to dominate a 1v1 fight (unsupported game format) or turn a 2v2 into a 2v1 because the Moa’d player cannot easily join the fight due to stage layout.

But those are rare as hell, and in all other cases TW or MI perform worlds better and – more importantly – are useful in multiple scenarios, not just one.

The skill is very usefull in a way that you can Moa the suport class, turn the fight to 2v1 – 3v2 (without the suport class) and in a team fight you can easely focus the Morphed player and kill him easy. (very high reward).

If Moa had reduced CD i believe that many more mesmers would take it.
But with shorter CD it would need a shorter duration and more counter play.

What you just stated can be found in any team fight where people focus one person out of the group.

If a necro pops lich form and you focus the support the support dies. And they will probably die faster because lol 5k auto lich form.

If a thief uses venom share in a 3 v 3 then it turns into a 3 v 2 where one person is basically going to be stuck until death.

Focusing someone in the game doesnt magically become easier with a moa, especially when TW in a 3 v 3 would be worlds more useful, thus why it and MI are the main skills for any meta build on mesmer.

On topic.

I would be all for changes to moa if it was 240 AE and unblockable, the 5 skill on moa was reduced from 1200 to 600, and the moa was immune to damage blocking effects through traits.

Then I would propose.
Casting would reveal the mesmer-
Duration decreased from 10s to 5s
Cooldown reduced to 90s

that would make moa a useful elite and not the garbage you take in a hotjoin to pew pew noobs

+1
Great idea !!!

Moa "change" suggestion

in Profession Balance

Posted by: DejaVu.9825

DejaVu.9825

1: 2 vs 1 mesmer … as soon as an enemy is downed = Moa on the other (possibly by invisible) to finish the target downed easily.

2v1 mesmer? Then you got outplayed sweetheart and need to deal with it. The mesmer was fighting against 2 players and happened to have an elite ready to handle the situation. Same can go for any class that has any CC available (or stealth) to secure a stomp.

2: Invisibility -> Moa -> shatter combo ….. target in crisis.

So a mesmer used either Decoy, Veil, or Torch to go invis…and you didn’t think to prepare yourself? What about ranger with LB 3->4->2 ‘target in crisis’? What about Thief with stealth-> Venom-> Backstab ‘Target in Crisis’?

Deal.

3: Moa on the tank ….

What’s a tank? Is this WoW?

1: Never seen CC from 10 seconds… Come on admit it, Moa manages PERFECTLY situation… without considering that you just stability against CC, against invisible just do AoE damage or have some CC to be used to prevent the stomp.
2: The shatter combo does much more harm of Backstab
3: Guardian defenders on pvp. Or any profession support from boredom, so kill it quickly.

Sorry English use google translator.

Moa "change" suggestion

in Profession Balance

Posted by: DejaVu.9825

DejaVu.9825

If the mesmer is sitting in a Shadow Refuge then you have a whole different issue and it’s not just Moa.

Add all the possible tells you want, Moa is never going to be “balanced” to people who are unprepared. They could add block letters on the screen that said “Dodge now idiot” and the instant someone got morphed they’d be right back on the forums complaining.

Either learn to play, or deal with the fact that a mesmer wasted a 3 minute cd skill just to take you out of the fight for 10 seconds.

Luckily not meetings mesmer strong. Moa not only keeps you away from the battle … you want some examples?

1: 2 vs 1 mesmer … as soon as an enemy is downed = Moa on the other (possibly by invisible) to finish the target downed easily.
2: Invisibility -> Moa -> shatter combo ….. target in crisis.
3: Moa on the tank ….

Moa is true that in a very long CD, but if you use it properly determines who wins and who loses in a fight 1v1, 2v2, 3vs3 etc …. even in situations of numerical disadvantage may lead to being in the lead. In pvp is very strong if used well, perhaps too much, compared to many elite. I propose to change it … and reduce the CD.

How to balance classes

in Profession Balance

Posted by: DejaVu.9825

DejaVu.9825

To balance class they need to do a super simple thing:
Change the AoE limit according to the armor class.

Heavy armor, AoE limit of 3
Medium armor, AoE limit of 5
Light armor, AoE limit of 7

Here are the things that ruin the game and make it -hardcore + and casual gamer…

https://forum-en.gw2archive.eu/forum/professions/balance/ideas-to-make-the-game-skill-based

[PvP] List Top Builds

in Warrior

Posted by: DejaVu.9825

DejaVu.9825

(edited by DejaVu.9825)

Moa morph is an "i win button".

in Profession Balance

Posted by: DejaVu.9825

DejaVu.9825

Good player that uses moa kills you point.
Moa at present is too strong, the streets are 3:

1) Change the entire elite
2) Strengthen skills to transformed
3) Reduce its length up to 4-6 seconds

[Game] Build Your Own Runes

in Profession Balance

Posted by: DejaVu.9825

DejaVu.9825

Name: ???? o.o
1) + 25 Precision
2) + 35 Ferocity
3) + 50 Precision
4) 25% chance when struck to grant fury for 5 seconds (CD 15 seconds)
5) + 100 Precision
6) + 5% of Precision is converted to Ferocity

Name: ???? o.o
1) + 25 Condition damage
2) + 35 Condition damage
3) + 50 Condition damage
4) 25% chance when struck to cause bleeding for 5 seconds (CD 10 seconds)
5) + 100 Condition damage
6) 25% chance when struck to cause burning for 5 seconds (CD 20 seconds)

Name: ???? o.o
1) + 25 Power
2) + 35 Precision
3) + 50 Power
4) + 65 Precision
5) + 100 Power
6) + 25% movement speed

Amulets

in Profession Balance

Posted by: DejaVu.9825

DejaVu.9825

I propose to change the Celestian as follows:

+388 Power
+388 Precision
+388 Toughness
+388 Vitality
+388 Ferocity
+388 Healing pawer
+388 Damage Condition

Change the rune of strength …
Changing the length of the might …

You do not need … The fault lies with the Celestian that dovetails nicely with the play of certain professions.

Any other ideas?

Amulets

in Profession Balance

Posted by: DejaVu.9825

DejaVu.9825

Can anyone understand that even amulets are unbalanced and hurt? all that waste time to “think” about how to balance the game, when you do not even know where to start. GW2 E-sports? impossbile … amulets, runes (70% is not even used), traits, game mechanics in general do not allow this game to be E-sports.

Summary …

stability
CC instantaneous (Ex. Power lock the mesmer)
Amulets that give more stats than others …
Skill, utility and elite too strong or too weak ….
Rune … (some unnecessary effects)
AI builds

PS: Someone explain why the most op skill in this game -> Magnetic Wawe (Elementalist) <- is not retrieved by any “expert”? that is, it does it all: cure 3 conditions, reflected projectiles, does damage, it deals cripple and a combo finisher … at only 25 seconds of CD and has no cast time, this skill is louder than some of utility, I said all.

Magnetic wave is on earth focus, which also has obsidian flesh, which is probably more op. Sadly, the rest of focus is pretty lackluster, which is why focus on the whole is not that viable.
The reason being that fire is entirely useless, water is nearly as bad, and air is normal, so once they get your earth stuff popped you don’t really have anything except stalls in air for the next forty seconds.

Obsidian flesh is not OP, because he has 50 seconds CD. Magnetic Wawe is the strongest skill in the game, considering the fact that it only has a 25 second CD and is timeless cast. They should rework all of the Elementalist skill scepter / focus.

Amulets

in Profession Balance

Posted by: DejaVu.9825

DejaVu.9825

The extra stats on Zerk and Ramp aren’t really significant enough to matter, especially since the only classes you see frequently using the ammy now are Thieves and Mesmers with the occasional Medi Guard or D/D Ele.

What really does stand out is Celestial. It was garbage before but the increase + The changes to might stacking has made builds on several classes way stronger than they should be. I would still say that the nerf should come to might stacking FIRST, then see how that affects Cele and decide if a nerf is needed from there.

I know that the differences in statistics are insignificant, but I do not see why should give more stats, I find it much more fair and consistent putting all the amulets at the same level. Then, since it does not change anything, why not do it? at least they are consistent.

As for the Celestian, it is true, is strong because it goes combo with runes of strength … I do not think it’s the fault of the rune, because its effect is not OP… the fault of the amulet op …. Celestian that too many statistics to everything.

sorry for the bad English

Amulets

in Profession Balance

Posted by: DejaVu.9825

DejaVu.9825

Can anyone understand that even amulets are unbalanced and hurt? all that waste time to “think” about how to balance the game, when you do not even know where to start. GW2 E-sports? impossbile … amulets, runes (70% is not even used), traits, game mechanics in general do not allow this game to be E-sports.

Summary …

stability
CC instantaneous (Ex. Power lock the mesmer)
Amulets that give more stats than others …
Skill, utility and elite too strong or too weak ….
Rune … (some unnecessary effects)
AI builds

PS: Someone explain why the most op skill in this game → Magnetic Wawe (Elementalist) <- is not retrieved by any “expert”? that is, it does it all: cure 3 conditions, reflected projectiles, does damage, it deals cripple and a combo finisher … at only 25 seconds of CD and has no cast time, this skill is louder than some of utility, I said all.

Amulets

in Profession Balance

Posted by: DejaVu.9825

DejaVu.9825

Hello everyone!

I open this post to talk about the charms of pvp. As we all have noticed some of the other amulets give more stats … Ex. Berserker amulet, amulet Celestian, rampager amulet, amulet Valkyrie. Most of the amulets gives +650 +650 +932 = 2232 total statistics … statistics against the berserker’s 2364 statistics, 3066 statistics Celestian, 2244 statistics rampager (even less than that from all the others), 2364 statistics of the valkyrie .

My proposal is simple, standardize all the amulets according to one criterion, all have to give a total of 2232 statistics. The amulets with 4 stats would be amended as follows:

Berserker +932 power +650 precision +325 vitality +325 ferocity
Rampager +325 power +932 precision +325 vitality +650 damage condition
Valkyrie +932 Power +650 toughness +325 ferocity +325 healing pawer

Now all the amulets give 2232 statistics TOTAL … The situation is different for the Celestian, because the bonus that would give each feature would be 2232/7 = 318.85 … But it is also true that giving so little of everything would not be more usable even by element and engi … ideas? proposals? because it gives too clear, but it is also true that he can not follow the logic of the other amulets because it involves all the statistics. My idea is to lower it to a feature +388 (-50).

Mine are just ideas, what do you think?
Sorry for the english use google translator !!!

I posted here and in the pvp because I did not know where I should post

(edited by DejaVu.9825)

Amulets

in PvP

Posted by: DejaVu.9825

DejaVu.9825

Hello everyone!

I open this post to talk about the charms of pvp. As we all have noticed some of the other amulets give more stats … Ex. Berserker amulet, amulet Celestian, rampager amulet, amulet Valkyrie. Most of the amulets gives +650 +650 +932 = 2232 total statistics … statistics against the berserker’s 2364 statistics, 3066 statistics Celestian, 2244 statistics rampager (even less than that from all the others), 2364 statistics of the valkyrie .

My proposal is simple, standardize all the amulets according to one criterion, all have to give a total of 2232 statistics. The amulets with 4 stats would be amended as follows:

Berserker +932 power +650 precision +325 vitality +325 ferocity
Rampager +325 power +932 precision +325 vitality +650 damage condition
Valkyrie +932 Power +650 toughness +325 ferocity +325 healing ferocity pawer

Now all the amulets give 2232 statistics TOTAL … The situation is different for the Celestian, because the bonus that would give each feature would be 2232/7 = 318.85 … But it is also true that giving so little of everything would not be more usable even by element and engi … ideas? proposals? because it gives too clear, but it is also true that he can not follow the logic of the other amulets because it involves all the statistics. My idea is to lower it to a feature +388 (-50).

Mine are just ideas, what do you think?
Sorry for the english use google translator !!!

[Feature Patch] Necromancer Needs More Help!

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Posted by: DejaVu.9825

DejaVu.9825

Perfect analysis
The necromancer need to build a power valid. Many weapons should be completely rebuilt.

What weapons?

How would you rebuild them?

What is a power valid? Do you refer to valid power build? If so, there are a few.

Unless you answer those two question, “claiming” they need rebuilt comes off as nothing more them aimless complaining with no actual direction. I am not disagree or even agreeing with you for that matter, I am simply suggesting to you what I feel Anet reads out of it.

the necromancer community has proposed plenty of possibile reworks and needed changes..
just go there and and bring some devs with you for a tour

I mean that the necromancer has only build conditions as … something very depressing for pvp at high levels. I have many ideas, especially for weapons and traits, unfortunately the speech is long and I would advise not using google translator clearly.

Fix ranger pets in PvE already.

in Profession Balance

Posted by: DejaVu.9825

DejaVu.9825

I would remove the stretch Natural Healing, and in its place a trait that reduce by 50% the damage of AoE for pet. In addition, it would reduce to 5sec Swap pet.

Sorry, google translator.

(edited by DejaVu.9825)

[Feature Patch] Necromancer Needs More Help!

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Posted by: DejaVu.9825

DejaVu.9825

The necromancer needs more than what was shown in the skill preview last Friday.

The class at its core is completely selfish. It seems the developers designed the class to have mastery over conditions, but damaging conditions – as designed – are completely useless in any sort of group play. Gw2 is based on group play – which means this class is ultimately flawed in most PvE environments.

It has low access to boons (of any type), no leap movement skills, no easily accessible combo finishers or group buff fields, long recharges on skills, and innumerable useless traits (more than any other class I have played). Necromancers are also pigeonholed into one of two elites – plague form or Lich Form – or maybe just 1 now with the nerf to Lich – unless you are lucky enough to have chosen Norn at creation. Minion AI is very unresponsive when used while the character is moving, often sitting idly by as your character dies. (this bug needs work!)

Jumping from Necromancer to Elementalist was an eye-opening experience on how a class should be designed. Warrior & Engineer were equally shocking in their flexibility in comparison.

Were Necromancers designed to be a punching bag class??

Below is a list of game modes and my thoughts on Necromancer status in each. Some players kittenpond to this post will disagree with various points but the underlying point is clear – the changes previewed for the upcoming balance class are not enough.

(In PvE Dungeon Parties): Necromancer is the LEAST wanted class in Dungeons according to several polls up right now in the Dungeon Forum. It has no group boons or group benefits, boon removal (via Corrupt Boon & Traited Dark Path) doesn’t help as bosses reapply almost instantly. Long recharges on skills and no damage avoidance mechanics to avoid certainly fatal blows at high level Fractals make the clkitten then optimal for skips and runs (the preferred method of dungeon gold farming).

(In sPvP): Being a selfish class here forces Necromancer to be the ONLY class required to have a handler to survive upper tier team sPvP. No dodge utilities or weapon skills, escapes, reliable stability or leaps mean that any knowledgeable player simply focuses the necro until downed.

(WvW):
[Zerg v Zerg]- Necromancers will always have a place in WvW Zergs due to the Death Shroud mechanic staying charged from massive deaths and the stacking of pulsed wells for direct damage. Zerg v Zerg, in my opinion, should not reward players so much more by their numbers then their skill on the battlefield.

[Roaming]- Necromancers can duel well with a fully charged Death Shroud and an opponent that does not run away. When this is not the case, as is almost always in WvW, Necromancers fare poorly in this mode. They have no leaps or escapes (barring Norn racial elite – always play a Norn Necro for this mode) and are inevitably crushed by any outnumbering of the enemy. They cannot pick their fights and retreat from bad ones, which ultimately means they do poorly in WvW roaming mode.

(Downed State): Necromancer downed state is tied for weakest according to several player polls. No tide-turning abilities such as mist form, temporary rally, pet help rally, group heal, or stealth invisibility. A downed necromancer is almost always a dead necromancer.

You won’t see Necromancers used in high end dungeon runs, you won’t see them used in high end sPvP (just Zombify?) and you won’t see them used in any game mode where skill is most important.

This is because the upcoming balance changes are not enough – nothing fundimental has changed.

Thus, the class is not balanced for most of Guild Wars 2 and new players should spend their time elsewhere.

Please only respond if you read this entire post. Sorry, no TLDR;

Perfect analysis
The necromancer need to build a power valid. Many weapons should be completely rebuilt.

(edited by DejaVu.9825)

Perplexity Runes in PvP, PLEASE NO

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DejaVu.9825

after the patch of 15 April:

1: +25 condition damage
2: +10% confusion duration
3: +50 condition damage
4: 25% chance when struck to inflict 3 stacks of confusion for 5 seconds. (CD 25 seconds)
5: +100 condition damage
6: +20% confusion duration; when you interrupt a foe, cause 5 stacks of confusion for 8 seconds. (CD 15 seconds)

My own proposal for nerf:

1: +25 condition damage
2: +10% confusion duration
3: +50 condition damage
4: 25% chance when struck to inflict 2 stacks of confusion for 5 seconds. (CD 25 seconds)
5: +100 condition damage
6: +20% confusion duration; when you interrupt a foe, cause 3 stacks of confusion for 8 seconds. (CD 15 seconds)

Stability = OP

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Posted by: DejaVu.9825

DejaVu.9825

Tips nerf stability:
Duration Minimum / maximum 3 seconds accordingly… every AoE CC with a limit of 5 targets, stability takeable from combo-land and more access to this bonus for all professions. Picturing the game with these changes, I find that best both in PvE, spvp and WVW.

Let me guess you are in the hammertrain and kill too little players ?

No, I just want to see a game more fair. That all the Pofessioni can use stability but can not last a lifetime, oversimplifying the game.

PS: I want to see lower CC warrior and engineer and I want to emphasize the importance of dodge in the game.

(edited by DejaVu.9825)

Stability = OP

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DejaVu.9825

Tips nerf stability:
Duration Minimum / maximum 3 seconds accordingly… every AoE CC with a limit of 5 targets, stability takeable from combo-land and more access to this bonus for all professions. Picturing the game with these changes, I find that best both in PvE, spvp and WVW.

Stability = OP

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DejaVu.9825

CC duration in this game, I find, is relatively short. The prevalence of Stun Breakers is also high compared to the amount of CC in the game and its duration.

However, I have a hard time commenting on Stability because, as a Necro, I feel like I’m in the best position of all the classes to deal with it, between Spinal Shivers, Chill of Death, Corrupt Boon, and if I want, Well of Corruption. I’m inclined to say it isn’t in that bad of a place, but maybe it could use some tuning.

In a game that aims to be E-sports already 2 seconds of CC are too.
Stability is the boon most powerful, all the professions they should have stability. But not may persist 8 seconds.

I disagree on all counts. Duration of CC and CC immunity are not hard and fast rules of e-sports. In DOTA 2, BKB lasts for 10 seconds of magic immunity for its first charge, then 9/8/…/4. The kicker is that some things can go through it. Stability lasts for a burst of seconds, but not overly long. The kicker is that you can still lock them in place/kite with Chill/Cripple/Immob.

If a Warrior blows Stability and Condi Immunity at once, all you have to do is evade for 8 seconds, then they have basically nothing to help themselves fight you. The same principles apply.

Maybe Stability lasts too long, and maybe having a passive application of stun break/stability is too much. But you can’t just make a blanket statement on how long things should last for an E-sport.

You have reason, however not all professions they can temporize.
Give to all stability reduces the duration would improve the game.

(edited by DejaVu.9825)

Stability = OP

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Posted by: DejaVu.9825

DejaVu.9825

CC duration in this game, I find, is relatively short. The prevalence of Stun Breakers is also high compared to the amount of CC in the game and its duration.

However, I have a hard time commenting on Stability because, as a Necro, I feel like I’m in the best position of all the classes to deal with it, between Spinal Shivers, Chill of Death, Corrupt Boon, and if I want, Well of Corruption. I’m inclined to say it isn’t in that bad of a place, but maybe it could use some tuning.

In a game that aims to be E-sports already 2 seconds of CC are too.
Stability is the boon most powerful, all the professions they should have stability. But not may persist 8 seconds.

Stability = OP

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DejaVu.9825

OK, then reduce the duration of stability and the duration of CC, eg. A maximum of 2 seconds?

No. You don’t go and nerf something because a select few has TOO much access to it. Rather than nerfing the Boons you should be nerfing the access some classes has to it.

The profession that abuses them the most is warrior, but abuses them because it lasts too.

Stability = OP

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Posted by: DejaVu.9825

DejaVu.9825

OK, then reduce the duration of stability and the duration of CC, eg. A maximum of 2 seconds?

Stability = OP

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DejaVu.9825

Make it last a maximum of 3 seconds, it is more than enough.

Stability = OP

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DejaVu.9825

Not I ask of remove, I ask only of do so last 3-4 seconds, in way from have to use at the time correct, and punish whoever the spam.

Stability = OP

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DejaVu.9825

To much CC makes game to easy to.

So the game would become poor gameplay.
The skill of the player is dodging damage, effects, and CC, Stability denies one of these three things, but not for a few seconds to several (6-8), not to mention that in WvW with the right foods and build… stability is never ending.

But you do not realize that it is the most powerful boon of the game? There should not be any boon equal? Now who does not use stability is forced to use distorsion or invisibility, the game revolves around those… it’s too limiting.

Stability = OP

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DejaVu.9825

We work conditions, but no CC, making the game too easy.

Game mechanics:

Direct damage
Condition
CC
Dodge

Stability denies much for the CC, and then simplifies the fight, not to mention that certain professions have 10000 more stability 2.

Stability = OP

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DejaVu.9825

What? Stability makes you immune to all CC.
Look at the warrior as much stability using…

Stability = OP

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DejaVu.9825

8 seconds of basic stability are still too many

Stability = OP

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DejaVu.9825

Stability makes the game too easy, limiting the player’s skill at dodging CC… not to mention that professions such as engineers, necromancer, warrior, ranger and guardian can not stall once on the ground (about to die), because enough to have stability and died.

I propose to reduce the time of stability at 2-4 seconds of basic utilities, or because they see certain traits … that activate it for 8 seconds, even when it may increase with duration boon is disheartening.

PS: I use warrior with build condition and I have 30 seconds of stability, is it seems normal?

google translator.

(edited by DejaVu.9825)

30 trait points for a functioning projectile

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DejaVu.9825

I think they should put that on the basis of the arrows go faster, and build upon the long bow and short bow, the first focusing on AoE and conditions, the secodo damage on single target so as to allow more variety to the game.

If I was in charge of class balance

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DejaVu.9825

I’d assign one dedicated, knowledgeable, gifted, and skilled individual to each profession. Everyone would get a shot at filling in this position, but there would be a catch, you’d have to pass an extensive knowledge test, dealing with the games mechanics, the classes profession and also show your skill level is beyond the average players. Eventually a vote would be casted amongst the community for the winner of the job position.

Yeah good luck with that.

I see two problems:

  • The players who you’re thinking of would end up filling the positions are both rare, and you wouldn’t actually get them. Instead…
  • The players who would end up in the position are a mix of fan-favourite sPvP players – who are highly biased by default – and internet celebrity players who have to preserve their fan attention for their income.

Worst about the idea is that you’d have 0 chance to have someone be impartial. Everyone would want their own class to be as perfect as possible, want everything everyone else has, and protect everything they have but others don’t.

Usually you want the exact opposite.
You want developers who have as little personal interest in the classes as possible (so they don’t have favourites), who ideally never work on a dedicated class but instead have to share all class-balance, so they cannot focus on one. One good way to do this is to have less balance devs than classes. That way they have to share the work.

You don’t even want to know how obsessed I am with this games class balance.

Which is precisely why you’d be unsuited for the job.
Class balance needs to be in the hand of people who don’t care. Personally, that is. They need to care because it’s their job. Together with accountant it’s one of the few cases where any personal motivation is a detriment to the overall quality of the job you’re doing.

I am impartial and rational, I do not dwell on appearance and kitten all 360 °, unfortunately not chew English and I have little time.

ideas to make the game skill based

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DejaVu.9825

At least remove some mechanical oversimplify the game… and that generate imbalances such as stability, passive traits that are activated by themselves and make it immune to damage, CC and conditions, to give everyone the ability to get the armor of an armored heavy, standardize the HP of all, in short, remove the mechanical ones that generate imbalances and make the game too easy. Right now GW2 is based on the build to 70%, because certain mechanical properties make it possible, and this is very limiting for both the casual and hardcore gamers who are forced to play with certain builds.

I wonder: in some games has frequently criticized equipment 70%, GW inceve counts more than anything else… was obliged to build the difference? the skill of the player is also limited. I am not seeking the perfect game, but at least bring the skill of the player to be more pronounced seems to me the least.

ideas to make the game skill based

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DejaVu.9825

@DejaVu
As much as I find it personally weird – because I always considered myself a pretty bad player beforehand – WoW taught me that a giant amount of the playerbase of MMOs is far from the level of gameplay skill you credit them with.

The reason is that they’re not “gamers”. Or rather they are, but not in the sense we tend to think about it. They play these games because family, friends or loved ones play them. And they love their MMO. They’re among the most dedicated and loyal players, and a very integral part of the playerbase.

And they play bearbow, and struggle to play it right. I’m not joking.

In other words, making the game more complex would be cutting off a major portion of the playerbase, most likely. And they would argue that you (or me, or us :P ) are the minority, and they’d be kinda right.
So basically what I’m saying is, any change done needs to ideally either keep complexity where it is, or reduce it. It’s fine to increase depth ,but complexity has to go down, too. One of the reasons I have trouble getting some WoW-friends to try GW2 is exactly that it’s too complicated for them.

Unfortunately, you’re right, I also know people who find GW2 complex… will I ever see an MMO competitive where it counts to 85% of the skill of the player without that nothing else affects a fight?….

ideas to make the game skill based

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DejaVu.9825

Thanks for the replies, however my only ideas are to be taken as a starting point.

I like it the style of GW2 and I believe that the people behind its creation are very competent, but should aim to make the game more dependent on the skill of the player, removing certain mechanical oversimplify the game and puntanto to make it more complex (eg . aumentanto skills bivalent, that is, with two effects), and not to please the players asking for nerf freewheeling without realizing that there is much more to be “corrected” to the basics of the game.

I hope to be clear, I use google translator.

ideas to make the game skill based

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DejaVu.9825

What does the warrior? all set with the profession and taking analysis in individual sections, utilities, etc… so thinking of getting a game “balanced” when the basic mechanics creates imbalances and make the game too easy (eg, stability, features that are activated yourself and make it immune to damage, CC, etc…). The only way to get a igoco where it counts only the skill of the player (as opposed to 80% of the build) is to remove the mechanics that make the game easier, and this is not a discroso limited to the individual professions who plays etc… high levels understand.

ideas to make the game skill based

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DejaVu.9825

It is not the fault of a single profession, there are game mechanics that should not exist in a game where it should count only the skill of the player.

Long as there are certain mechanical properties (stability, IA playing in place of the player etc …), this game will never be skill based, and will count only those to build the best.

(edited by DejaVu.9825)