Showing Posts For Dxx.7156:
Autobalance should also not trigger at the very end of the game. Best thing ever is when you have had a fun game and the other team leaves at the very end just in time for you to get moved to the other team.
I’ve been number 1 in my team and felt like I was a factor in our win just to be moved at the very end and having the win taken away from me.
Yes I know. I am mainly saying that the most important thing about mesmers that needs a change is our dmg vs phatasms dmg. We should be the primary dmg dealers. You agree no?
I agree, I just feel that more of the damage should be like the mesmer GS damage is (I mean how it is done not the level that it is at).
You make good points and a good case, and like I said I don’t really disagree but I just don’t see how moving some of that damage to the 2-5 attacks would be a bad thing. I’m not saying all the damage, just a portion. In the case of rangers moving more damage into their “2” spell making more of their damage skillshot based. I play a ranger and in my opinion that would make the class more fun.. But maybe I’m one of the few people who think so.
I just feel that the option of being able to do more damage by hitting with a CD attack that is dodgeable would make the game more skillbased and fun.
EDIT: I kind of feel like we want the same end result but have different views on how to get there Diage
I agree with you that mesmers are OP but we do not need a nerf we need some kind of overhaul.
Most people are simply saying that certain aspects of the class need to be looked at, aka nerfed. Compensation for the class in other areas would naturally be needed.
The factor of auto attack is something that elevated gw1 pvp quite honestly. It allowed pressure to exist if the appropriate actions weren’t taken to mitigate damage. That is how you need to think in this game. Not how can I block their big damage, but rather how can I best mitigate damage continually over time while being conservative with my utilities?
I agree with you in a way. I do however feel like the amount of autoattack damage that can be put out by alot of classes is too high for this to be true. When it comes to utilty classes/specs that kind of autoattack damage is fine. I do understand that you can mitigate this type of damage aswell by line of sighting, using certain skills etc. but at the same time when almost all my deaths are caused primarily by autoattacks I feel that something is wrong. There is a difference between putting out good pressure and forcing choices and the damage being so high that it’s just a matter of time before you are downed by a person who isn’t really doing anything, and right now I think that that time is too short.
Edit: Would also like to note that I run 1.8k toughness at a minimum so I do not really consider myself a glass cannon.
(edited by Dxx.7156)
(Moa Bird is actually overrated imho and if you see them winding up, roll and you’ll dodge being turned into a bird)
It’s not very hard to time moa to hit someone coming out of a dodge roll. The duration on it is crazy long and even if it’s countered by a long CD I feel a shorter duration and shorter CD might be a better option.
4) Kill the phantasm’s they have ridiculously low health and can be killed in one or two hits.
Phantasm’s only attack once every 5-6 seconds, they can be dodged, out ranged etc….
While they don’t have high health you can spec to get it up a bit. I have to agree that it’s still a low amount of HP but most other classes don’t have the ability to frequently summon illusions that need to be downed helping their own survival (since they won’t be taking damage if people indeed do kill the illusions.
Also, you say they attack every 5-6 seconds. Right, let’s call it 6. Let’s say there are 3 of them. Let’s say they don’t all attack at the same time. 6/3=2. It’s so easy to dodge and attack every 2 seconds all day long, not.
My main beef with mesmers is infact the amount of damage they can keep doing while being out of LoS themselves. Other classes can also do this but they won’t be putting out the kind of damage the mesmer does.
I agree with what you said about targeting.
Figured this thread would get more love. Less passive damage would lead to a higher skill cap.
Warrior is in a better spot than necromancer. Nuff said. Arguing with people that have already made up their minds or are heavily biased is pointless.
On the Ranger Shortbow, it’s not as bad by far as it’s being made out to be.
Already said this but let’s not make this a thread that hates on specific classes. Let’s discuss the general problem.
For those of you complaining about the Rangers shortbow, it only applies bleeds if the arrow hits the enemy from the side or back. You shouldn’t be letting rangers have a free shot at your back anyway.
This is not true with the sharpening stone skill or the trait that activates said skill at 75%.
I would however like to point out that rangers are weak atm (this seems to be an accepted fact) and I don’t think they need more love than anything else. That being said the reason that I didn’t use a class as an example was that this is a general problem, not one that exists with a specific class. Sure, it will be more visable on classes using a ranged weapon since they will get in more autoattacks but still, it’s a general problem.
I mostly play necro. I play it condition specced without pets. Using my staff the game feels good. I have to actively stack up my bleeds, I have to use all my moves (“1” doesn’t really do that much damage since it doesn’t bleed and fit into the spec). Changing weapon to my trusted scepter however I feel like the bleeds from my autoattack stack up so fast and do so much damage it’d just silly. Once again necro isn’t that strong atm and also doesn’t need the hate but since it’s what I play I figure I’d try to take the focus from rangers in this thread.
Rifle warriors running the “run and gun” spec advocated by Taugrim (no hate intended at that guy, he seems really nice) also end up doing insane amounts of passive damage to me. Everyone does. Even melee classes when I’m trying to defend a point. I dodge that 100b, I dodge that pistol whip, I dodge that illusionary unload. I die to the random hits that you can’t really get away from since you are trying to kite 2-3 people on a very small area. I die. I feel no real will to respawn since I was clearly making 3 people look like they didn’t even know how their classes worked and I still died.
Another problem is the downed state and going for an execute. The amount of damage you take just from passive attacks is silly. Let’s say I’m defending a point against two people. I kill the first, I feel manly. I do some more damage to the second and wait until he’s put his “big damage” moves on CD (cooldown). I try to finish the first guy. Now, first off he’s going to fear/knockdown/teleport away. So fun. During this first attempt the CC I threw on the second guy has worn off and some of his CDs might even be back. I finish the guy after redoing what I just did.
Problem here is I’ve probably just taken 20k damage from autoattacks (and the guy who was downed clicking “1” like it’s his life calling).
I don’t see the fun. I have no problem loosing to players who played better than me. I have no problem getting killed so much it’s sickening if I’m facing players that I can actually see are doing something right and deserve to kick mykitten I do not enjoy losing to people who random click buttons and I do not enjoy how hard the autoattack damage makes 1v2s and 1v3s. Strength in numbers isn’t always a bad thing but with this amount of autoattack damage in the game I dare say it is.
Apparently it’s more relevant to discuss the fact that we have to showdown wearing either red or blue in PvP and how this affects our quality of life than actual issues with the games balance. Good to know, I love you all, totally.
If you really care about this I would suggest getting some fresh air and probably some exercise.
Not so much that they’re specifically being used for damage rather than their “intended” uses, but enough to tone down the auto.
I agree with that aswell and should have mentioned this. I don’t want damage to be added to abilities that are meant to be CC (like having necromancers staff fear do massive damage). There should still be a choice between damage and CC on some level.
Before anyone says anything I’m not saying that I get shot down by autoattacks in 2 seconds flat. I’m just saying that it’s crappy that you can bring your A game and still die to it as fast as you do. It’s actually a very flawed design atm.
As the topic title suggests I figured I’d start a thread about the amount of more or less passive damage that exists in GW2.
I realize that this is game made much in the same way as other MMOs where passive damage (such as autoattack) is a part of a players attacks. The issue I have been having with this type of damage in GW2 is that I feel it pretty much lowers the skillcap by so much that it’s very existance (or atleast the level it’s at) should be questioned.
Very often it feels like the raw damage output that is in the autoattacks in this game is what kills me. I dodge more bullrushes than not. I don’t get hit by cheesy pistol whip thieves (atleast not as much as they’d like). But in the end what’s the point? There I am, dead on the ground looking at a summary of my taken damage that involves 90% autoattack (or bleeds etc that can be traced back to autoattacks).
When I first picked up GW2 I was more hopeful than I am now. The dodge mechanic seemed solid. The game seemed fun. Now all I see it autoattack damage. I realize not everyone will agree with me but I figured I’d start a topic and see what people think. The way I see it is that if more damage was placed in moves 2-5 (default keybinds) there would be an even bigger chance for dodging to be key and an even better chance for skill to make a difference.
(edited by Dxx.7156)