Showing Posts For ManCaptain.3154:

Please close.

in Mesmer

Posted by: ManCaptain.3154

ManCaptain.3154

Power builds are twice as powerful as condition builds for mesmer.

OMG Burning Engie is so OP

in Engineer

Posted by: ManCaptain.3154

ManCaptain.3154

In any case, stacking burning is really op for classes like ele, engy and guardian. Especially ele, who can have 20+ might all the time.

Karls necro

in Necromancer

Posted by: ManCaptain.3154

ManCaptain.3154

Spectral master is also helpful to us because condi builds struggle to build life force. At least pure condi builds do.

Imagine warrior only gained adrenaline with specific skills. What necro needs is more even LF generation across weapons. Every weapons should be like daggers.

New Engie Lock on

in Thief

Posted by: ManCaptain.3154

ManCaptain.3154

Ranger and Engineer already had a way to put Revealed on you, preventing you from stealthing again immediately, and now Engineer has another on a 20s cooldown and supposedly 6s reveal length too, that will trigger when the Engi ‘strikes’ in stealth. That means with the utility and trait up to 12s of reveal just from an engineer.

Stop pretending like any engy runs goggles. What a strawman. Engies have 2 kits and one utility that’s gonna be a stunbreak or condi removal of some kind. It sure as hell isn’t gonna be goggles. It’s 6 sec reveal from that trait, that’s it. Nobody is gonna run googles and then kinetic to double down on analyze when they could drop double elite toolbelt (medpacks or cannon).

lol. I love that ‘strawman’ accusation all the time. It’s a lot like calling everyone entitled, greedy, etc. What’s next, some other derogatory remark for anyone that disagrees?

They could run it, and some will. You cannot possibly deny that. Many will run the trait or switch to it when they see a thief, at least if they are already in that line because it will be easy. I think those are relevant to this thread, yes? And the goggles are a potential. You know, just like Rangers run Sic ‘em. Neither are intended to distract from the discussion here, which is fully relevant to the fact an engineer alone has the potential to keep a player revealed for nearly 12s, and within 8s after reveal out of stealth again if you somehow managed to live and stick around them. With the trait alone yes it’s ‘just’ 6s and they can take other utilities which of course are far more useful. But rangers could take something besides Sic ‘em and yet quite a few run it (of course for ranger there aren’t a lot of other choices, but there are a few).

You said elsewhere to play other classes. Well I have at least 1 of everything. I’ve played other classes, and I will fight a thief in stealth on each of them. Just today I ran right into a thief’s SR and cloaked on them, backstabbed, and downed them, all without seeing them, because I knew where they would be standing. Do it a lot actually. Probably get accused of cheating, I’ve been waiting for the whispers. It’s simply because I know where they will be.

Of course if you are glass on another class, you should expect to be focused by a thief. And as said, If thief gets revealed because they miss on an attack, then every class should be revealed if they so much as miss, including mesmer and phantasms. I don’t want that either at all, but it would only be fair, right? Or is that too much straw even though it’s a direct response to a post prior that I didn’t bother to quote?

If you’re getting strawman accusation all the time, it’s probably because you deserve it.

Dude nobody runs goggles and nobody is gonna run goggles. It’s bad enough that engineer has to give up 1 utility slot to a kit just to be like other classes (i.e. having 2 weapons), nobody is gonna sacrifise utility slots on engineer for those kittenty goggles.

New Engie Lock on

in Thief

Posted by: ManCaptain.3154

ManCaptain.3154

Ranger and Engineer already had a way to put Revealed on you, preventing you from stealthing again immediately, and now Engineer has another on a 20s cooldown and supposedly 6s reveal length too, that will trigger when the Engi ‘strikes’ in stealth. That means with the utility and trait up to 12s of reveal just from an engineer.

Stop pretending like any engy runs goggles. What a strawman. Engies have 2 kits and one utility that’s gonna be a stunbreak or condi removal of some kind. It sure as hell isn’t gonna be goggles. It’s 6 sec reveal from that trait, that’s it. Nobody is gonna run googles and then kinetic to double down on analyze when they could drop double elite toolbelt (medpacks or cannon).

New Engie Lock on

in Thief

Posted by: ManCaptain.3154

ManCaptain.3154

I just wish they deleted the stealth from the game. I say that and I main mesmer. I with mesmer did jack kitten damage in other gear than zerker so I wouldn’t have to run multiple stealths. No matter if I’m the class stealthing or the class that is fighting stealth, those fights are not fun at all. I have never played a MMO with more overpowered and kittened stealth. Heck, at release there was a thief build that just stayed permanently stealthed with cloak and dagger. How is the other person supposed to dodge roll or otherwise counter an invisible opponent that also instantly gap closes? To make it all worse, even if you somehow block or dodge an opening strike like backstab, it doesn’t reveal thief at all, he can just keep trying until it does hit.

Thieves really need to start playing other classes just to see how insanely lame this mechanic is. Even when I win vs a thief, it’s not fun. Please someone put a stop to this disgusting mechanic. And now PU gives a 100% stealth duration boost. Prepare for chickenkitten mesmer vs thief stealth wars. I can already taste the lameness.

Condition Necro Totally messed up?

in Necromancer

Posted by: ManCaptain.3154

ManCaptain.3154

Condition builds in general have a plethora of problems compared to power builds:

- in addition to evades, blocks and other damage counters, they are also much countered by cond removal. Just so happens that cond removal is really strong on the strongest classes like warrior, guardian and ele.
- cannot punish people rezzing or fast kill people who are downed (since they lose stack when they are downed and you need to restack)
- there’s a lot of aoe cond removal in the game, condi is nearly useless against a zerg
- the damage is not frontloaded like with power builds and it doesn’t exceed power builds’ damage by enough to justify that. A typical 10 bleed stack deal 1.1k DPS, which is something power builds easily match.

Why go with the build that can be countered by cond removal and that has a ramp-up if in your best case scenario you aren’t seriously outdamaging builds without these drawbacks.

They are still playable. Condi engineer is still good. Also, ironically, power builds that inflict burning (which has a nice base damage without any investment) are getting really good value out of condis.

Sadly necro is much outdone in condi builds by other classes. A big necro problem is how horrible the weapon skills are. Scepter is horrible at gaining LF and skill 3 doesn’t fit in at all. It’s a power skills that crits for like 1700 in condi build on a target with 6 conditions. What is that skill doing on scepter I don’t know. Dagger offhand is also bad, the enfeebling blood is really bad for a slot 5 skill with medium cooldown. 2 stacks of bleeding? LOL. And no lifeforce gain here either. Another bad side of condi necro is that Shroud doesn’t do much for condis.

[Video]Condition Necro Roaming +Questions

in Necromancer

Posted by: ManCaptain.3154

ManCaptain.3154

I am honestly surprised people still run necro condi, thought everyone switched to power by now. Condi necro is about on the level of condi mesmer, which is not particularly viable.

Robert did a great job of selling the changes

in Necromancer

Posted by: ManCaptain.3154

ManCaptain.3154

Thank your for ruining the trust the developers have with players. If you look into the warrior forum

https://forum-en.gw2archive.eu/forum/professions/warrior/josh-what-about-mending-physc-skills/first

they are getting a dev to respond by being polite.

Of course warriors are polite. High armor, high HP, 400 passive healing, 6 stunbreakers, insta-activation shouts and stances, utility such as condi immunity, long stability, damage immunity, unblockable attacks. Good condition removal, high damage scaling, high condition duration/stacks on skills, mobility skills and some of the best traits in the game.

Of course they are polite. They are the most favoured.

Medkit details

in Engineer

Posted by: ManCaptain.3154

ManCaptain.3154

Preemptive healing? All three bandages on current med kit don’t even heal up the damage inflicted by a warrior in about 1-1.5 sec. That’s pathetic.

This game is about avoiding damage, not healing through it.

Besides, it’s far far far better to drop a water field then blast people for more than 1000 AoE healing than to bother with these pathetic bandages. This is designed to suck. Josh Davis and his cleric gear build (i.e. a character useless at everything but healing) can’t outheal Heal Signet passive with that healing spray? That says it all.

(edited by ManCaptain.3154)

Medkit details

in Engineer

Posted by: ManCaptain.3154

ManCaptain.3154

This change doesn’t address the real problem with medkit and engineer in general, which is cast times. Engineer is cast time gated class and this does not improve it in any way. The problem with the old medkit is that spending 1 sec to cast a 1100 heal while people are hitting you for 2k+ each second is just worthless. This new kit doesn’t really change that. 3 different kinds of condition removal? That’s way too much focus for way too little effect. The new heal auto is not worthwhile, instead of channeling that you could be attacking and you would be doing far more damage than this is healing for.

The reduction in recharge times of toolbelt skills has similar problems. It’s the cast times that’s the problem. You are attacking someone, then you go and give them breathing room by buffing yourself up with elixirs. Or throwing down bandages. Or removing conditions with elixir gun. With engineer you are either attacking or supporting or healing, but none of those at the same time, which is why this class has terrible (damage/heal/buff) per second output compared to a warrior or an elementalist. That and plain kittenty scaling on a lot of stuff and too much stuff gets ruined by stability.

An ele or warrior just runs train on your kitten with constant attacking. And while they are doing this, they are getting booned up, conditions are getting dropped and they are getting healed. Their utility is instant.

Adding kits like mortar kit or adding other stuff like that is a nifty gimmick, that adds variety to the stuff you can bring. But it doesn’t address the core issue that you cannot even cast all the stuff you have, because of the cast times.
This kit rework and other changes don’t really make engineer that much stronger.

Chronomancer/Mesmer Feedback

in Mesmer

Posted by: ManCaptain.3154

ManCaptain.3154

It seems to me there is a clear negative synergy between Confusion and Slow.

Negative synergy is the core mesmer class mechanic. Being a mesmer is about being strong DESPITE your class mechanic.

Imagine a warrior only did 50% of damage without any adrenaline and only did full damage at full adrenaline. That’s mesmer shatter system in a nutshell. It’s all about antisynergy. You put up some damage then your ruin it for some burst. Did you bring Phantasmal Defender to tank the damage for you or Phantasmal disenchanter to remove conditions? They’re gone now lol.

It doesn’t stop there. There’s no less than 3 traits that apply conditions if a clone dies without being shattered. Anti-synergy, the mesmer class mechanic.

The class has a lot of confusion, at the same time it has a ton of interrupt traits and interrupts.

Whatever the Chonomancer brings, it will not change the Mesmer tenets, handed to from ANet gods to Moses on top of GWEN mountains:

1. You shall always use zerker gear, because you do kitten-all damage otherwise
2. You shall lock down 2 utility slots to Decoy and Blink and lock down 1 weapon slot to Staff to have any hope of surviving with your zerker gear.
3. You shall lock down third utility slot to some condi removal or portal
4. You shall always get Deception Evasion else your shatters will be pitiful in number and effect

Is warrior REALLY sucking that hard ? o_o

in Warrior

Posted by: ManCaptain.3154

ManCaptain.3154

Jesus christ, people run PVT and expect to outdps zerker builds of other classes. Are you kidding me? Warrior has really high power scaling and naturally high armor and health. Low dps? Try any other melee/low ranged class in the game except perhaps thief and the DPS is even lower. Maybe guardian is equal, I don’t know exactly.

Engi patchnotes!

in Engineer

Posted by: ManCaptain.3154

ManCaptain.3154

Might being the most important buff for engineer, this patch is quite a nerf.

Hm, I say not really. There are plenty of non-might stacking options that were competitive and didn’t get shaved. Quite a nerf, I would say not.

Nearly everything on engineer is hybrid damage, so the might buff by far the best thing for this class. It’s also what makes this class so frustrating to build.

Engi patchnotes!

in Engineer

Posted by: ManCaptain.3154

ManCaptain.3154

Might being the most important buff for engineer, this patch is quite a nerf.

Expansion Hammer Hype

in Engineer

Posted by: ManCaptain.3154

ManCaptain.3154

Bunker down should spawn a mine at the location of the enemy you critted with 1 sec arm time.

Expansion Hammer Hype

in Engineer

Posted by: ManCaptain.3154

ManCaptain.3154

I want weapon swaps. I’m tired of playing with 2 free utility slots if I want 2 weapon sets. And I want a one-handed weapon. Now I can’t play a power spec with shield.

Here is what a Necro sees in WVW

in Necromancer

Posted by: ManCaptain.3154

ManCaptain.3154

Warriors: high natural armor, high natural HP, equips one skill and has 400 HP regen per second. 6 stunbreaker utilities, multiple long stability sources, highest melee damage in the game. Every single fart the make is a combo finisher of some kind.

Guardian: buff monsters, which also buff allies. A stunbreaker with 5 sec stability and 5 sec retal on 30 sec cooldown (24 traited). Which is aoe so allies are buffed too. Which is a shout so you can trait and rune it to remove conditions too. Again 6 stunbreakers. Permanent aoe protection for pve on hammer autoattack. One of the highest melee damagers in the game. High ranged damage (when comparing non-condition damage scepter autoattack outdamages engineer rifle auto, mesmer ranged weapons autos and necro axe and staff autos, warrior ranged autos, thief ranged autos, not sure about eles, ranger does more damage though). High ranged aoe damage with staff autos.

Hidden pistol, why do so few use it?

in Engineer

Posted by: ManCaptain.3154

ManCaptain.3154

God I wish there was a way to switch races. Human racials suuuuuuck so bad, I really regret choosing human. Asuras at least get Pain Inverter and Technobabble.

(edited by ManCaptain.3154)

Rocket Boots Vs Elixir Gun

in Engineer

Posted by: ManCaptain.3154

ManCaptain.3154

I use Rocket boots because they offer superior mobility, and because they remove immobilize, which is critical for engineer.

Fear for Engi

in Engineer

Posted by: ManCaptain.3154

ManCaptain.3154

Engi has almost every non proffesion game mech other than fear, torment, and blink (might be missing some).

Knockdown. Also stability is extremely limited.

HGH/might stacking, power vs. condi?

in Engineer

Posted by: ManCaptain.3154

ManCaptain.3154

Builds look nice, however do you guy ever miss the vigor trait, the prot on CC trait, and the heal turret (stronger heal)?

Please fix #1 Skills

in Profession Balance

Posted by: ManCaptain.3154

ManCaptain.3154

As a Mesmer, I use main-hand Sword exclusively (with various off-hands) since I cannot be bothered with the awkward Clone upkeep of the Scepter.

I would love to see the developers take a balance pass at the #1 abilities, at least for me to consider some of the lesser used weapons.

As a side topic, Mesmer scepter is lackluster because of Deceptive Evasion. Since you make a clone on dodge rolls, the benefit of the Scepter’s ‘1’ chain is lost. You’d absolutely be in love with that skill if they’d balance that trait and give it a cooldown of approx 10 seconds.

No, that would be just a straight up nerf of nearly every mesmer build out there. People would just dump shatter builds altogether and start using phantasm builds, rather than playing scepter. Nerfing the rest of profession won’t fix scepter autos being bad.

Please fix #1 Skills

in Profession Balance

Posted by: ManCaptain.3154

ManCaptain.3154

Mesmer scepter auto doesn’t inflict any conditions, which is weird for a condition weapon, which combined with clones using same autoattack results in Staff being far far better in condition builds as staff autoattacks and staff clones do nice condition damage.

Engineer pistol AA is very rarely used because it deals really low damage. There’s usually some kind of kit you can switch into which will be better than staying in pistol and autoattacking.

Warriors, as always, get the most powerful condition autoattacks with 6 sec bleeds on rifle and 8 sec bleeds on sword. Compare that with 2 sec bleed on engineer pistol or 4 sec bleed on necro scepter.

Can Flamethrower come even CLOSE to Grenades?

in Engineer

Posted by: ManCaptain.3154

ManCaptain.3154

Rather than comparing it to nade kit I’d compare it to bomb kit and it has far worse damage.

Even if FT #1 did same DPS as bomb kit #1 or grenade kit #1 I would still consider it inferior because it’s a channeled skill and because of hitting so many times it gets really hard countered by retal. Anything low range and channeled needs to hit super hard or have some other massive benefit. As it stands now it’s suicide to spray warriors with it at close range because every melee class in the game has far far far more damage and gap closers. And dodging will break channel.

And FT #2 skill is another “you gotta press this every X seconds to have more DPS” kitten skill, engineer is so full of.

[WvW] Simple Changes for Engineer Balance

in Profession Balance

Posted by: ManCaptain.3154

ManCaptain.3154

The main problem of the engineer is cast times. It is hard to cast things reactively. Cast times make engineer’s rotations so slow. If they only changed things so engineer can use more skills in same time span the class would be much improved. It would be much better if we could throw elixirs while shooting or something like classes like warrior or guardian who can use shouts or stances while hitting faces, i.e. it’s detrimental to the class that it has to stop DPSing to throw a flask to gain 5 secs of regen or to fire a high arc rocket which provides same DPS as your autoattack (sure the rocket deals large hit of damage, but due to cast time, total DPS improvement is negligle).

why condition damage is broken..

in Profession Balance

Posted by: ManCaptain.3154

ManCaptain.3154

If condition builds couldn’t get tank stats because they would have to get 3 offensive stats like zerker gear, then it would be utterly pointless to play them as direct damage glass cannon > condition damage glass cannon. What is OP though is that several classes can pick up decent condition removal easily while other classes have to sacrifise more just to get some spotty removal.

Turrets still need love.

in Engineer

Posted by: ManCaptain.3154

ManCaptain.3154

I dislike turrets mainly because their toolbelt skills are inaccessible if turret is deployed.
The bug where they all fire even slower than they are supposed to doesn’t help either.
The bug where you can keep rifle turret in permanent overcharge actually makes the turret semi-viable.

[Brainstorming] Getting Away From PU

in Mesmer

Posted by: ManCaptain.3154

ManCaptain.3154

Why would you nerf Prestige CD? At 30 sec it’s in a decent place right now and that torch recharge trait is competing with shatter boon removal (a much better trait).

[Brainstorming] Getting Away From PU

in Mesmer

Posted by: ManCaptain.3154

ManCaptain.3154

Staff#2 is also okay, but 1. staff gives you chaos armor, effectively revealing you, and 2. staff doesn’t do a huge amount of damage outside of condition builds, which I personally am not a fan of.

Not true. Take staff into spvp lobby, slap on zerker amulet and the additional bounce trait and attack some golems. It will deal a lot of damage. Not to mention… staff 3 phantasm deals power damage only, quite a lot of it.

Do we still suck?

in Necromancer

Posted by: ManCaptain.3154

ManCaptain.3154

No active defenses, no stability, no invis, no vigor, horrible weapons except for staff, tons of stupid traits and abilities, weak power damage, whole defense depends on an alternate life pool which is slow to fill unless you spend traits and utilities on it, locks you out of your normal skills, prevents you from healing your normal health pool, and by the virtue of being a health pool it performs no better than an invul at absorbing damage in 1v1 but far worse in Xv1 and versus bosses who hit for 10k+ just by looking at you.

how are the professions at the moment?

in Profession Balance

Posted by: ManCaptain.3154

ManCaptain.3154

Going from worst to best:
Necro is completely in the crapper (bad weapons, traits, class mechanic), on the plus side it has a viable build here and there which avoids all the crap in the profession.
Engineers are gimmicky, tons of button pressing to do what others do easily, tons of unviable skills, on the plus side it has water field + blast finishers and blocks, so it can bunker pretty well, it also has a good condition damage+vulnerability stacking build.
Rangers are boring and easy to play, but not especially powerful, compared to some other classes.
Elementalists are fun, but squishy, which makes them susceptible to burst builds, unless you build really tanky.
Mesmers are fine. They are very trait locked, people are playing same 20/20/0/0/30 build for at least a year now, anet is trying to nerf people out of it. They are fun duellists, though phantasms are really annoying to play against. They are generally balanced as you need to decided between bringing a selfish duelling build or team utility. They perform decently well in most situations.
Guardian is fine, better than mesmer in groups. Guardians are around that area where other classes should be as well.
Thief is a “no-fun-allowed” class that offers very little counterplay. They have invisibility, teleports which sometimes double as stunbreakers, dodges. They are highly annoying to fight and very dangerous to anyone not specifically built to counter thieves. Some professions have no build which would counter specific thief builds.
They would be fine if they offered more counterplay (e.g. making blocked/evaded skills consume initiative, so thief can’t just heartseeker spam through all blinds and blocks).

Warrior are massively OP. At release they were losing in pvp mostly because everyone had to bring warrior counters to avoid getting gibbed by hundred blades combos. They had a few weaknesses like conditions. Last round of buffs plugged all the weaknesses of the class, which now has free high HP, free high armor, about the highest melee DPS, decent ranged options, good CC, extremely good traits(their abilities/traits are generally stronger than comparable stuff from other classes), massive amounts of stunbreakers on viable skills (not on random stuff like some other classes), massive amount of stability, massive amount of condition defense, great mobility, great health sustain. Basically they are great at everything they want to focus on while being at least good in every other facet of combat while getting freebies everywhere.

[PvX] Deathshroud Skill Bar Lag

in Profession Balance

Posted by: ManCaptain.3154

ManCaptain.3154

Don’t worry, in GW1 it only took them like 5 years to make mesmers a viable pve class. Time will fix all things.

Necro VS the World

in Necromancer

Posted by: ManCaptain.3154

ManCaptain.3154

1. No stability: Other classes enjoy the freedom and option of having stability.

This one is not entirely true. Engineers have even worse access to stability.
Toolbelt skill for a bad turret utility that stunbreaks and gives 1 sec stability (like the necro well) with the added penalty that this toolbelt skills is not available while the turret is in use. Then theres throw elixir B, which gives AoE 4 sec stability which would be OK if it weren’t for the fact that the skill has a cast time and its not stunbreaker, therefore it’s useless for reacting to stunlocks.

Mesmers have marginally better one, but far from stellar (mantra with 2 uses of 2 sec stability), which is much better than necro but still not that good.

Warriors on the other hand have 6 stunbreakers in utility skills, mostly on very viable skills. Dolyak signet and balanced stance, 2 stunbreakers with 8 sec stability. Balanced stance can be extended to 10 sec with a trait and another trait triggers balanced stance on CC. So with just those traits and 1 utility slot, warrior can have 2 stunbreakers and 20 sec of stability (before any boon duration bonus), every 40 sec.
Warriors are crazy OP.

A.E.D. Test

in Engineer

Posted by: ManCaptain.3154

ManCaptain.3154

I should last full duration (could be shorter duration than now) and simply prevent you from going below 1 HP for the duration. If 1 HP was reached, then it should heal the big amount at the end of duration.

[PvX][Engi] Kit damage

in Profession Balance

Posted by: ManCaptain.3154

ManCaptain.3154

Flamethrower autoattack is pretty much pointless, which severely nerfs the kit.

Condition builds feedback

in Profession Balance

Posted by: ManCaptain.3154

ManCaptain.3154

For starters they could level the condition removals across classes. Some classes get to cleanse tons of conditions through some traits while doing other stuff they would be doing anyway, while others have to dedicate utility slots just to cleanse 1 or 2 conditions every 30-40 seconds.

Upcoming net turret nerf [eng]

in Profession Balance

Posted by: ManCaptain.3154

ManCaptain.3154

The fact that placing a turret prevents you from using the toolbelt skill is reason enough not to use them except the healing turret for the quick place+overcharge+detonate combo. This nerf hardly affects Net Turret use as it’s non-existent. Turret fires every 10+ sec, is prone to missing, and you can’t control exactly when it’s gonna fire, non-exact CC loses half its value.

[sPvP]Thieves: gameplay, concerns, possible solutions [merged]

in Profession Balance

Posted by: ManCaptain.3154

ManCaptain.3154

  • Making Stealth a Boon; thus giving skills with Boon Hate additional utility against Stealth. Mesmers in particular would have their matchups improved markedly by this one change.
    • Most importantly removing Stealth as a Boon should not inflict Revealed. With counterplay must come counter-counterplay – the Thief should be able to re-stealth after hitting Boon Hate. Obviously things like hitting people while Stealthed should still inflict Revealed.

This would completely screw up engineers who have no boon hate to speak of. And if cover boons are utilized by the thief (easy to do) it becomes impossible for classes with boon hate which removes only 1 boon. Also because stealth makes you untargettable, any boon hate that requires a target cannot do kitten (arcane thievery for instance).

http://wiki.guildwars2.com/wiki/Throw_Mine

What is it with this forum and lack of reading comprehension? Is that a viable boon removal? 1 single boon removal utility on a profession which loses at least 1 utility slot to kits, at least 1 to stunbreakers. This is not viable!
Jesus christ. Just like in that other thread where I said engineer has no decent condition removal outside the 30 alchemy + elixirs build and some moron started listing all the weak and unviable condition removal engineer has. What’s next? I’m gonna say engineer has no viable stability and some idiot will point out the 2 extremely crappy and unviable stability sources on the class?

Not to mention other classes with less than viable boon removal.

[sPvP]Thieves: gameplay, concerns, possible solutions [merged]

in Profession Balance

Posted by: ManCaptain.3154

ManCaptain.3154

It’s also because they have to, if they want any hope of taking on a serious bunker.

Why should a glasscannon theif be a bunker killer? Are other glasscannons bunker killers? No. Glasscannon engineer can’t do kitten to anyone and has no survivability, glasscannon necro has no survivability and doesn’t do nearly enough damage, same with glasscannon ranger etc… the only thing coming close to glasscannon thieves is glasscannon mesmer, but mesmer lacks poison, which is a big downside vs bunkers.

[sPvP]Thieves: gameplay, concerns, possible solutions [merged]

in Profession Balance

Posted by: ManCaptain.3154

ManCaptain.3154


doesn’t have any warning signs to counter play.

Warning Sign: Thief is in stealth. (and has a melee weapon set, dem back stabs)
Meaning: Possible burst of damage will happen, more likely if the thief is higher health than you.
Proposed Reaction: Run forward, sparsely dodge rolling to gain distance and stall till stealth runs out, possibly dodge a backstab as well.
People’s Reaction: Stand in place. Or, run around in circles (not creating distance). Or slowly walk backwards…

I love to spend all my endurance dodge rolling every time a thief enters stealth. I do it because I have 1000 dodges to spend. I also love how thief doesn’t lose stealth and backstab opportunity or any initiative for spamming skills 2,3,4,5 if they hit me while I’m dodging.

[sPvP]Thieves: gameplay, concerns, possible solutions [merged]

in Profession Balance

Posted by: ManCaptain.3154

ManCaptain.3154

  • Making Stealth a Boon; thus giving skills with Boon Hate additional utility against Stealth. Mesmers in particular would have their matchups improved markedly by this one change.
    • Most importantly removing Stealth as a Boon should not inflict Revealed. With counterplay must come counter-counterplay – the Thief should be able to re-stealth after hitting Boon Hate. Obviously things like hitting people while Stealthed should still inflict Revealed.

This would completely screw up engineers who have no boon hate to speak of. And if cover boons are utilized by the thief (easy to do) it becomes impossible for classes with boon hate which removes only 1 boon. Also because stealth makes you untargettable, any boon hate that requires a target cannot do kitten (arcane thievery for instance).

All problems would be gone if our Parents; Arena.net, didn’t play FAVORITISM

Ah yes, the favoritism of a major nerf nearly every patch… even though thieves were never considered OP in beta and received no buffs after that point before the nerfs started…

Right…. thieves never got any buffs whatsoever amirite guise?

The even introduced a cheap purchasable WvW item that completely disables stealth in an area, but yeah, definitely favoring thieves.

The fact that they needed to introduce a stealth counter consumable is more than enough indication how ridiculous this class is.

(edited by ManCaptain.3154)

[sPvP]Thieves: gameplay, concerns, possible solutions [merged]

in Profession Balance

Posted by: ManCaptain.3154

ManCaptain.3154

And personally I find the Thief class very unfun both playing one as well as playing against one as there is little to no counterplay involved.

This…. it’s an all around disaster of a class. It’s either gonna be overpowered or underpowered, but regardless of whatever it is, it’s not gonna be much fun for the parties involved in the fight.

What 2 Classes Should ANet Fix?

in Profession Balance

Posted by: ManCaptain.3154

ManCaptain.3154

1. Bad, alchemy trait.
2. Bad.
3. Bad.
4. Bad. Doesn’t remove conditions from the engineer.
5. Grandmaster alchemy trait. Also doesn’t remove conditions.

The only real condition removal for engineer is Elixir C, Formula 409 trait and Automated Response helps, but it’s not condition removal.

Like I said, only builds that have any real condition removal are alchemy traited elixir builds.

Just because something says that it removes conditions, it doesn’t mean that it’s viable as condition removal.

Feature Build Balance Preview

in Profession Balance

Posted by: ManCaptain.3154

ManCaptain.3154

Been running 20/20/0/0/30 mesmer with staff since forever. This is both zerker build and cond damage build, you just switch gear and some traits. Utilities are always blink, clone then it’s portal or one of the cond removals. Everything else is inferior. They are nerfing duelling trait line into kitten trying to force people out of it.

want old juggernaut back

in Engineer

Posted by: ManCaptain.3154

ManCaptain.3154

ANet seems to have no problems granting stunbreaker+long stability to other classes.

Warrior true weakness

in Profession Balance

Posted by: ManCaptain.3154

ManCaptain.3154

Warriors are OP by their very design. They get a lot of free defense and free damage. They excel at whatever they choose to focus on while maintaining at average or above average perfomance in other areas (like damage, defense, CC).

Warrior true weakness

in Profession Balance

Posted by: ManCaptain.3154

ManCaptain.3154

The hambows weakness is:
Vulnerable to classes with high burst on low cooldown.
High condition spam on low cooldown.
Classes who can frequently apply poison and have high sustained damage.
Soft CC’s.

That’s pretty much everyone’s weakness.

Warriors are OP by design. They excel at whatever they choose to focus on, while maintaining above average performance in all other areas (defense, damage, cc, etc). They get a lot of free defense and free damage.

(edited by ManCaptain.3154)

Feature Build Balance Preview

in Profession Balance

Posted by: ManCaptain.3154

ManCaptain.3154

Thieves need to spend initiative when spamming high impact skills into invul/evade/blocking opponents. Engineers need fewer cast times, fewer skills that do things that other skills do already (hello toolbelt skills) and decent cond removal besides going 30 alchemy and taking a bunch of elixirs.

What 2 Classes Should ANet Fix?

in Profession Balance

Posted by: ManCaptain.3154

ManCaptain.3154

Forgot at add that engineer condition removal is abysmal, unless you’re running elixir build with the right traits.