Showing Posts For Mawel.5340:

"Balance" and Lazy Players; Confirmation Bias

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Posted by: Mawel.5340

Mawel.5340

i think many thieves forget that their initiative downtimes are not longer than cooldowns the other classes have on their skills. addistionally the thief doent have to stay in the fight with low initiative, he can just vanish and run away, other classes cant.

initiative is a class mechanic but the burst capapbilitiy resulting from it needs to be taken to accoundt when defining the base dmg of several skills.

i also often read the guardians are op with their bunker build. its a build with no dps, it would suck if thes would still get bursted down by a single thief. retaliation ist too strong though, its way too easy to maintain.

here are some examples of balancing problems that occur in almost every mmo i ever played:

most of games have a class which is a squishy melee burst dd, so since this class is so squishy it needs skill which help to survive. here is one difficult task: it his class can avoid dmg it is not that much of a problem that it is squishy so it shouldnt do twice as much dmg to balance its statwise half survivability.

in most games this kind of a problem occurs somewhere, often its is the mage and the rogue which have some strange abitlities. in gw2 the ele mage was nerfed to death at some point it seems, the ranger was nerfed during the beta in his dmg oputput, other classes still have bugged skills and plainly useless traits. there is much work to do.

the only thing we can do about it is discussing issues in the forums reasonably so that they can be addressed by arenanet with less expensees.

please do not support the “everything is good as it is” attitude because this doesnt help to improve the game. if there is a discussion on wehter the rocket jump should have 100 range more or less, arenanet will recognize how urgent this issue is compared with 100 blades dealing 11k dmg on an 8s cd.

Competitive sPvP? What needs to change?

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Posted by: Mawel.5340

Mawel.5340

the secondary objecives are there for a reason, otherwise its allway domination with very litte versatility. these objectives need some modification thoug, killstealing shouldnt be possible, i adds too much randomness to the fights, the trebuchet shouldnt be that strong and so on.

more points for kills benefits zerging which is not the point of domination. the more point u get for a kill the less tactics u need to bring in. if u block a node for 10s its still worth the 5 points ull grant on being killed.

th main issue atm is balancing the professions, especially the downed mechanics and swiftness.

So whats the surest sign of a broken/op/unbalanced class???? Anyone....

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Posted by: Mawel.5340

Mawel.5340

back to topic:

1. there is only one build which is played by most of the players
2. u play a profession which is not threatened by a 1vs1 situation.
3. u succeed in roles which are not supported by your build.
4. u have one skill which is a must have in any build.
5. your profession hat abilities which bypass core game mechnics.

Why u play "hard" profession?

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Posted by: Mawel.5340

Mawel.5340

funfact:

necros fear lasts 1s, 1.5s if skilled. if a thief steals it from a necro its lasts 3s.

i play guardian, normally a necro should likely kill me but somehow they are not really a threat to me. somethings wrong with necros.

Easy 100 blades fix

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Posted by: Mawel.5340

Mawel.5340

the warrior is quite underpowered if played without 100 blades. but 100 blades itself is just an “i win” button.

yeah… it can be dodged and yeah, u can remove the root u have most of the time…
but 100 blades has an 8s cd so no, u cant dodge it every time and since one full hit with it is enough to almost kill nontanks its too strong.

i think haste is too storng and gamebreaking as it is. u shouldnt be able to stomp/revive with double speed at all, there are enough flaws in the balance of downed mechanics already.

[WvWvW] Politics Between The Realms: Alliances

in Suggestions

Posted by: Mawel.5340

Mawel.5340

Since it’s wvwvw i think we need an engine for alliances to make up for the differences between the server populations.

Thats how I would do it:

1) The option becomes availiable after one server earns more points than the other two together for 12 hours.

2) The alliance is accuired by each player in form of a buff from an NPC in the base. Noone is forced into it.

3) As soon as you have this buff your name is shown in yellow to players of the allied server. Area attacks and heal work as for friendlies, a direct attack opens a dialogue to confirm it.

4) After the attack is confirmed the alliance buff is transformed into a debuff which prohibits to become allied for four hours.

5) If an objective is taken by allied players (players of both servers need to be inside the circle) it will grant equal points to both servers and appears yellow on the map. Caravans act friendly towards allied objectives.

6) As soon as the former superior server gains half or less of the points the allieance gains for 12 hours, the alliance is resolved and the objectives reset to the state they were at the very beginning of the matchup.

I’m looking forward to reading your corrections and suggestions!

German version:
https://forum-de.gw2archive.eu/forum/game/suggestions/WvWvW-Politik-zwischen-den-Welten-B-ndnis/first#post95609

(edited by Mawel.5340)