Just wanna thank anet for the amazing upgrade with this queue system. Getting really fast and fun queues recently.
One can only hope solo q vs premades ends and this will be Utopia of esports
BALANCE THIS FREAKING GAME ALREADY.
Shiro itself is not overpowered. However, it offers insane utility in conquest that makes it simply outstanding in PvP. Think about it. It gives insane mobility that rivals even thief. It has INSANE survivability with Glint/Shiro due to the combination of blocks and dodges. It is true that they lose a lot of sustain if they switch to Malyx Revenant but that trade off is insane amount of boon rip and condi damage.
Nerfing Shiro would hurt revenant in some aspects while keeping the core of the build you are trying to run viable. For instance, if you run Malyx/Shiro you will still have insane amount of damage but it will identify your role similar to reapers’. If you run Glint/Shiro you will still be really strong in survivability as you maintain the blocks.
Nerfing shiro would not totally remove Revenant from the meta, rather it will simply hurt its mobility in teamfights, res/cleave power, etc.
I dont even know why im even arguing here…man rev needs a nerf..asap.
What is the common variable between all revenant builds? Assassin’s stance.
There is no doubt in my mind that assassin’s simply offers too much. On demand quickness, on demand port, on demand evade and a seriously spammable elite.
I believe if we shave shiro stance, revenant will be in a much better spot.
For instance, if we reduce the energy regeneration of the evade from 50 to 25 would be a good start. Moreover, increase Impossible odds energy cost.
This post is really just a rant. Anet EVERYONE knows rev is op. Action required please.
I think the traits you mentioned are all actually quite powerful. Recovery matrix is simply great with healing turret + protection injection. The stab on stomp is VERY good on specs that don’t require protection on heal, such as glass cannons. Shocking speed is also quite good but it is kinda overshadowed by the other two traits only because they are that good.
Can we introduce Match History to our accounts somewhere in the website or preferably in game. Every esports game has that and it would actually help to analyse the stats for future tournament casting for example. Anet Pls.
Can we delete Reaper from the game? Just too much.
The point is, Pistol offhand is obviously the better choice because the opportunity cost is too low. If we were to buff shield off hand it will provide another viable option to engineer against specific match ups and may bring back p/s condi engi to the meta.
I’ve tested the difficulty of maintaining 25 stacks of might with my engineer hgh pistol pistol and found it a lot harder to do with Balthazar rune over Hoelbrak/Strength runes. Would a nerf to these two runes actually offer more balance to the celestial specs?
Let’s be real, +30% Might Duration does reward passive boon stacking and with power runes it makes a really powerful combination which explains why cele “insert class” would be viable and strong in many areas of the game.
Discuss.
(edited by Patchi.9061)
With the recent buff to warrior shield, zerker warrior has been more successful. I don’t see why engi shield shouldnt be buffed as well since it is underwhelming to the pistol off hand at the moment. Reducing cooldowns might actually introduce new builds to the game (extra blast finisher on low cooldown + waterfields, and other possibilities.).
Discuss.
HISAKO IS CJ A 14 YO BLACK PIMP NUFF SAID
7. Necromancer’s Spectral Armor while in Death Shroud Mode.
I had to lmfao at this.
The once upon a time considered to be a top warrior complaining about what is effectively a weaker version of defiant (due to ICD) stance on a necromancer.
Do you know what the counter is when a necromancer uses that skill? Don’t hit him. Do you hit a warrior with defiant stance? Hilarious that I should even have to tell you that. Unless he’s a large burst away from being dead, all you’re doing is healing him.
The best way for a necro to utilize spectral armor vs a warrior is to save it for when the warrior uses berserker stance so that the necro can survive the warrior for the duration. Do you know what counters necromancer? CC. I guess the warrior doesn’t have any CC though.
Maybe you should get some l2p tips from Rom.
Hey man, did you know that drinking water helps maintain a Healthy Salt level in the body?
No need to bash on anyone in order to have a proper conversation. Necro at its state is incredibly powerful. The nerf of d/d ele will immediatly result in people turning to Cele necro and other viable Bruiser builds. His point was not completley invalid.
I don’t really know much about the overall state of the meta as I have not yet formed a team and participated in high level of competitve play. Nonetheless, do drink some water friend.
In my opinion, Ele’s problem is not only its damage but its viability in every possible scenario. Even after the limit to burning it is still incredibly strong because it has very high mobility and disengage power, very high sustain and condi clear, and most and formost a very reliable way to ressurect an ele through mistform stealth. They are jack of all trades and have only been buffed after the big patch while the other 2 (cele engi and shout warrior) were balanced off the meta.
While I completley agree that fixing the burning stacks may provide other viable options to the team such as bunker guard and soldier engi I still believe that ele would still be a power pick over them simply because they have the flexibility to be viable in every possible scenario.
As for burn guard, I agree with FlaseLights as it has become more active than passive but the OP means that burn guard is actually getting a lot of rewards from such efforts that may seem overpowered in a sense, in which I completely agree in comparison to the other meta classes.
Seriously, everyone needs to calm the heck down.
I would love to read some proper feedback on how the X class is strong based on Facts and comparisons. Complaining about something via exageration or saying " Class X is Too strong or too tanky!!" is simply ignorable and childish.
If you want this forum to be taken any more seriously then please stop crying and start making some quality threads. I can almost get cancer from reading some of these posts.
Tl;DR: Stop crying and start making quality forum posts.
Thanks and bye.
Man! How did I not think of that! I shall prove everyone wrong and show them how good a team we are with this comp!
It would be nice if we could be dueling in a specific area in Heart of The Mists as we are already stuck there for long periods of time.
We all don’t like waiting but we all like to 1vs1
We do it to the golems, we do it to the NPC and we absolutley do it to the players.
I can spend hours dueling my friends but I cannot spend hours waiting in queue time aimlessly. How about making a dueling arena in Heart of the mists? I am pretty sure it would make our Gaming Quality a lot better than what it is.
Just a suggestion…yea…bye.
E-Sports at its finest !
D/D ele might be the strongest pick but lets not forget what would rise to power as they get nerfed.
Cele signet necros is one that worries me the most.
All I am saying is let’s not be one dimensional and nerf one class at a time but actually BALANCE the game by actually asking for a buff/nerf for multiple classes.
As I stated in my previous post. You should be rewarded less for facing people with lower leagues and punished more if you actually lose against someone who is in a lower league. This way those farmers will be punished for spamming games as you cannot really consistently win games unless you are skilled. Vice versa as well.
The reason you can allow two people in a solo queue is self explanatory in a sense. First of, 2/5 is not a majority and that would make the team either 2 2 1 or 2 1 1 1 which in itself is fair and will not impact it that much. The other reason is there are some good synergies that a Duo queue can do, Thief mesmer for example. The last reason I can think of is it is actually fun to queue with a partner to develop synergy with them. Many teams go through the process of creating synergy by duo qing and I see no reason to prevent that from happening. However, allowing more than 2 people to queue together in a solo queue would become the majority.
I feel like in order for Anet to actually read our concerns 100s of posts needs to be written for them to actually make it a priority rather than wasting 6 months into fixing it due to other priorities. (d/d ele for instance.)
Do NOT make this a farm-to-win League.
Reward Winners not farmers.
Punish losers the higher they go on the ladder and reduce the reward of winning as well. Make winning actually worth something rather than just spamming games.
Moreover, Please reduce the reward of winning if you are up against lower league players and increase the lose value if you actually lose to lower league players.
Team Queues and Solo queues should be separated by offering Solo queue a maximum of Two premades (Duo Queue) While Team Queue MUST be 5 people. Do NOT allow team queue vs Solo queue situation because we all know how that will end.
Any Premade High tier team should be able to beat Duo/Solo queue high tier purely because they have access to voice comms, already have developed synergy, and a working Team composition.
TL;DR:
- Do not make this a farm-to-win league.
- Separate Solo/Duo queue from Team queues for obvious reasons.
- Punish the loss to lower leagues and reward less as well for obvious reasons and vice versa.
- Force Team queues to be 5 premade to make this an actual Team queue. Even if the queue time were to potentially become longer it is worth it as it is incredibley unfair for a Full Premade Team to face a group of solo queues with a shattered team comp.
These are all Suggestions based on experience from famous working Matchmaking MMR system that we are all aware of. There is a reason they are made this way. Please do not try new stuff as we already endured years of your testing and we all know how that ended.
Thank you and good bye.
Wakkey was the real hero, rewatch the matches, he man-handled 2-3 people with his insane kiting and LoSing. Toker did well with decaps but that was only possible because wakkey (and to some extent phantaram) were able to hold out numbered fights reliably.
If you are looking for PvP you have various options for each class.
Engineer at the current meta is either a Crowd control class with a fair amount of healing and offers water fields for your team (aoe healing) or you can go for the more agressive heavy condition class, and lastly you can go for a glass cannon class that is really much weaker than light armor classes because you have very limited access to stealth and invulnerability.
Elementalists right now are possibly the strongest class at the moment but you can expect it to be nerfed in the near future (for god sakes anet please do.) It offers aoe support while still doing a fair amount of damage. Your other option with elementalist is to be a medium-ranged glass cannon however you have very limited access to invulnerability.
Both engineer and elementalist have a good learning curve as you will have to get used to switching kits/atuenments in order to be rally good at it.
Guardian is mostly two choices. You either go as a bunker guard and offer one of the best support in game, it is relativley easy to become an okay bunker guard but there is a very good ceiling for you to become a great one. The other option is DPS guard which is straight up easy to play.
In terms of difficulty to learn I would say Engineer>Elementalist>Guardian. I would recommend you try out engineer as there are so much versatility with that class..as for elementalist the longer you play it the sooner you realize it has similar rotation over and over again which can get boring. As for guardian, if you are a fan to be the support class then it is the class for you.
The classes are not really limited to what I said but that is what you will currently see pro players play. For more information on the meta builds goto metabattle.com.
i RP as Harley Quinn by doing /laugh everytime I kill an enemy…but they get..so..mad. Boo!
This is a Suggestion post.
Wouldn’t it be awesome if you are able to spectate your opponent’s Build before the match starts so you can actually build against it? I realize that there are multiple ways you can build say.. Mesmer. Just a suggestion to spice things up in terms of strategy and counter play as there is no real “counter” to passive traits.
Can we please fix Engineer Pull?
Engis already lost its main identity after this patch, and having its pull bugging out 75% of the time really destroys the purpose of playing engineer even more.
Moreover, pistol offhand blow torch is seriously bugged and doesnt connect half the time.
Engineer doesn’t require major buffs just bug fixes.
Kthx.
The balance patch was actually good this time. They did manage to shave off some of the most complained aspects of the game. However, there is still more to work on. Looking forward to the next patch and hopefully they would make more build diversities for engineers as for now its being shutdown heavily by the top meta classes.
When the reigning pvp class Ele gets no nerfed and this is a good patch? ANet needs look at the insane might stacking, burning and diamond skin balance.
The balance patch is good, not perfect. You cannot expect them to fix all the issues in two weeks. Like I said, they are moving in the right direction with the bug fixes. As for burning. Yes it is absurd but there is some counter play. I agree that burning should be toned down but at its current state it would kill engineer completley and turn it to a CC boring bot. It would also destroy a lot of potential builds. Diamond skin isn’t an issue, all you need is direct damage. If you are a pure condi build then the trade off is you are going to be countered by diamond skin and necros and whatever counters condi. So if you want to run pure condi build in your team make sure to roam with someone that can burst the ele below the health threshold. It isn’t a lot of effort as eles have one of the lowest health bases in game.
TL;DR: Anet is a step closer to the right direction. more fixes are needed but with the current bi-weekly trend there can be hope. Moreover, half of what you are complaining about is justified while the other is simply a learn2play issue. This is a 5vs5 Conquest game not a 1vs1 Cheese of the Hill.
Engineer isn’t in a terrible spot, it is the other classes that are in a great spot. Necro mancer used to have counter play pre-patch but the necromancer would most likely win it. Now it is litterly impossible if you are running condi or power. I would be okay if it was only necro but mesmer and ele can simply destroy engineer and that is the only reason we feel weak. The problem isn’t buffing our class, but nerfing the others. After all, buffing a class can introduce a lot of undesirable results (mesmer for example.) It is always better to nerf than buff. Less variables and much better results.
TL;DR: Engi is in a good spot on its own, but when compared to the current OPs it is far worse.
This is a game-breaking bug Anet! Magnet Pull is the main identity of engineers at the moment! If we cannot reliably pull people for our team mates to burst then that is one less reason to play engineer! Hot fix it please!
The balance patch was actually good this time. They did manage to shave off some of the most complained aspects of the game. However, there is still more to work on. Looking forward to the next patch and hopefully they would make more build diversities for engineers as for now its being shutdown heavily by the top meta classes.
In my opinion, this game is becoming a cash cow. They realized that with the dying community and difficulty of balancing an already so broken game they will just try and squeeze as much money from us by introducing new content while minimizing the cost of maintenance. As you said, the game’s PvP is dying and the community is only getting smaller so the only way for this game to have a chance to survive is by increasing the overall community of the game via the expansion and that would be the end of the game since they really kittened up in the previous years especially after failures such as wildstar.
Edit: I almost forgot, this game cannot really succeed as an E-Sport because it is not spectator friendly game. They realize that and PvP is by far not a priority anymore. They will not admit their failure as it will only affect their sales in the upcoming expansion. This is only logical really, so my suggestion is just enjoy the game while it lasts, if you really wanna support anet go ahead and buy their expansion. However, do not expect this game to have a flourishing E-Sport future.
(edited by Patchi.9061)
I quit this game but I randomly came to check up on surely-to-fail PvP just to +1 this.
What the OP is saying is completly fair but you need to realise this IS the balance patch we waited for…there hasn’t been a major patch in a year and now we have this. WE DID WAIT for a year, and THIS is the result. What would make us wait another year with the results currently shown?
This post will purely be opinionated and full of bias so be warned. :P
I want to start my post on a positive note. Anet did a great job on the Celestial-Meta. The game was probably the most balanced out of all the other metas. We started to see development in the NA/EU teams in terms of strategy even when there were a couple of necessary shaves that needed to be done (shoutwar, cele engi, etc.) the game was in a very good spot.
However, the game did not really receive a lot of balance patches in the past year. it took us almost a year to nerf turret engis, 6 months to shave d/d eles, and after all that we get this balance Patch.
A lot of people have been anticipating this patch. People imagined a more balanced and strategic game after the general improvement of the community and the skill level of the NA/EU teams ( NA was in a stone-age were full bunker comps were going undefeated in tournaments until abjured came and revolutionized the way we play and everyone on NA started to watch more streams and learn from their peers).
However, the game, in my opinion, was completely dumbed down into a power creep and I believe that this completely destroyed any reasoning I had to play this game and here is why:
- The balance patch introduced a lot of bugs, a clear-cut that these changes were not properly tested. The best example is engineer, the most widely used kit is grenade kit yet some how 100-nades bug managed to slip through the live patch and it is still not patched.
- The game almost definitely destroyed all the Hard work most PvPers put into improving their mechanics, dodging, team work because right now the meta is basically high damage low counter play and a lot of passives.
- The game introduced more passives instead of reducing them, the game did not work on fixing some RNG procs such as sigil of air and fire.
- The trait lines were not really well thought of for certain classes, where engi still has useless grandmaster traits, in comparison mesmers and eles have extremley powerful ones, while the others are kinda in the same boat.
- We have yet to see a proper leaderboard/ladder system in the game to provide a reason for us to actually queue. This game has removed every sense of reason to play it. First they destroy the balance the game had, they destroy the leaderboards, they destroyed strategy. What is left? Players, it is time to leave.
In Summary, Anet did a great job balancing on the cele meta, it had little issues to work on and maybe introduce some major changes such as makin celestial on equal ground as other amulets. However, they decided to completley change the meta by introducing more passives, less counter play, and dumbing down each class.
I would like to end this rant on a good note for some. I honestly am fed up with this game and will be logging on once in a while to play 100-nades to troll people and show them what broken tool this game is right now. (Good riddance? oh well..bye!)
P.S. If you guys are really looking into doing some E-Sports, no matter how good the game is you gotta look at its developers. If you see a company that is willing to fully invest into improving the game and has a very supportive and responsive Balance team that justifies its balances instead of making jokes on stream covering up all their half-kitten -ness? Then you got yourself a worthy game to put hours of ur time in, otherwise don’t bother..those are just empty promises and they usually come with a pack of salt and dissapointment.
Thank you Anet. I hope my post is considered an advice rather than paragraphs full of negativity. You need to understand where I am coming from. I used to play this game almost every day for long periods of time with the hope that this game is improving and the community only getting better. However, you guys really like to test your customer’s patience and tolerance. Take this as feedback from one of your ex-dedicated players and hopefully you will become a much better game in the near future.
Thank you for reading and Good bye.
~Paw Paw out.
(edited by Patchi.9061)
I am bored at work so what I am about to say might be redundant but I believe it is of importance to BALANCE the following:
- Air/Fire/Doom/Intel/Blood/Geomancy/Hydromancy sigils. (Emphasis on air/fire and geo/doom).
- Vampirism rune – Made thief easy mode and a class that is most likely able to beat every other match up.
- Improvisation – The reset on every Utility is just out of line in my opinion, I believe the trait should rather reduce the cooldowns of said Utility by Half. (Removes SOME of the random factor and adds more skill factor to managing your cooldowns.)
- Shout Warrior – Increadibly easy class, has high impact in solo q as it can pretty much carry a team as it offers aoe condi clears, fury, and a very annoying and pesky person to kill that even coordinated teams take time to take down.
- Celestial Engineer – It’s gonna be nerfed after patch so I am not too worried about it.
- Auto Attacks – What I mean by that is no class should have powerful procs on Auto attacks. It frustrates people more than anything to be dropped down from 70% ~ 5% Health by a series of unfortunate procs. (This all related to the procs I mentioned above.)
- Update Spinal shivers so that they can only proc if your are using Death shroud skills. Spinal shivers should be a luxury skill, and it is one of the biggest bursts for the Power necros. It is only fair that you offer some sort of counter play to that. My suggestion is to make Spinal shivers proc on any skill in deathshroud. This way people will learn not to ignore necromancers and make sure they are always low on lifeforce. That would NOT remove the 1 shot potential a necro has (after all most of their damage comes from the traits that are for Deathshroud.) Last but not least, would balance downstate and makes it less of an “outplay” to die to someone who is already basically…dead.
I don’t want to put too much on ANet as I know they have a filled up schedule. I would be more than happy to know that you guys at least take my suggestions into consideration today and hopefully we can come to an agreement that what I posted will be balanced and/or changed.
(edited by Patchi.9061)
Depends on situation, if u ate a prybar they u should be playin passive and recover, call for a +1 from your team since you are already in a disadvantage. No shame in losing 1vs1s everyone has those….Now if you are a celestial however, you can recover from confusion then be offensive. No need to rush the fight if its too risky in my opinion unless the situation forces u to be aggressive.
If you guys have a valid way to replace the RNG aspect of fire and air sigils with skill-based versions that you’d feel less inclined to complain about, then let’s hear it. I’m all for skillful play.
I am not, however, for thinly veiled “Zerkers do too much DPS, my cele build should survive everything” complaints. I know some of that mind are hiding somewhere.
If there’s a problem, suggest a fix. ‘Cause I sure as hell don’t know how to improve a sigil that literally says “This skill probably will go off if you crit, lol”. If you want to start guaranteeing flame blasts and lightning strikes in exchange for them proccing at “Random” times, I’m all ears.
There are defensive traits, which proc, when an attack takes more than 10% of your health in a single hit.
If you want to remove some portions of rng, you could start by making some of the sigils proc on that. Deal more than 10% of the targets hp in a single hit —> proc fire. It means, fire sigil can only proc on important hits. However, it also means, fire sigil is useless against the hp sponges in PvE.I’m still for nerfing the damage on passive procs entirely and making them more utility based. This game was advertised as being based on active defense. We don’t need Proc Wars 2.
This.
People still don’t understand that this game is balanced around passives. There is passive protection/invul to counter passive damage. ( defy pain vs air/fire)
There is passive stability to counter passive CC. ( last stand vs reaper’s prot)
There is passive condi clear to counter passive condi application. ( IP vs shadows embrace)Etc… This game will never be 100% about skill . This is not mortal kombat where you dodge attacks and then counterattack.
The only passives that should never be dominating are the AI passives cuz in that case it becomes player vs AI. Every other passive is fine imo. If you don’t like passives then I don’t know why you are even playing this game.
I respect your opinion and understand your point. HOWEVER, the fact is you’re in A and i’m in B. You’re suggesting a change in passive procs (ip, fear) , I’m suggesting a change in passive procs (air/fire).
That being said, we are both suggesting the removal of passive procs. HOWEVER, IP is a grand master trait on a 10 second cooldown CAN be condi cleared especially in this meta. Reaper Protection comes with a great cost, first of it is easily triggered by any ranged stun, second of all it is an adept trait, third of all you sacrifice greater marks for it which in most cases NOT WORTH, last but not least 60 second cooldown.
Now let us look at sigil of air/fire. They do NOT require a trait, they scale GREAT with zerker (power), they are ON CRIT so undodgeable, are respectivley 3 and 5 seconds cooldown so weapon swap should not really effect it that much. They deal overall more damage than IP and Reaper’s combined.
My point is, both of our arguements are valid. We are both on the same page in terms of reducing passive procs. You cannot possibly trait your build for a single specific passive. Air and Fire sigils are in a much more “dangerous” spot than the passive procs that actually require traiting. The only other issue is nightmare runes and balthazar but that is still not as threatning as the potential of air/fire in the upcoming meta especially now that every zerker is going to have a huge power spike, celestials are getting a shave, and bunkers won’t be able to sustain that much spike combined with air/fire.
Note: I might be over exagerating a bit, but air/fire is DEFINATLEY a problem that needs to be solved, no matter how many problems you believe exists. It is a problem, it requires to be fixed. Case Closed.
Nothing wrong with Fire & Air
I’d respect your opinion but im not sure if i can call this an opinion or just straight up disagreeing without any reason to do so. To counter that powerful argument u gave, everything is wrong with fire and air, since i replied i am obviously correct hence, gg wp l0l 1337.
To answer your concerns about this making celestial stronger let me update you on upcoming updates that were announced:
Celestial will be shaved by 10%.
Thief will have executioner AND panic strike in THE SAME trait line.
D/d Eles and Cele engi WILL get nerfed as stability classes have gotten a well-deserved buff to make it able to compete.
Mesmer has INSANE amount of increased DPS AND survivabilty after patch.
Ranger is gettin a damage buff same for power necro and the new Greatsword specialization.
DPS eles actually got a buff to its damage.
Hammer medi guard is gettin a slight nerf with glacial heart being removed and the buff of stability classes.
As I listed above those are shaves that are happening to most celestial classes except shoutbow which is actually gettin a buff which is justified as it can get 100-0d with Crowd Control (might be scary we stability tho..). All zerker classes except Hammer medi guards are getting buffed which answers your concern on the Blink-Burst.
However, Zerker classes might OUT WEIGH the bunker/celestials in the upcoming meta…and important conditions such as burn and poison appear to be getting a nerf as well… Can you notice the trend? Next meta might just become the Zerker meta…and that would only lead to more RNG issues from air and fire that’s why i suggest they are removed..
Too many speculations but if it’s true…then yikes.
Hi Anet and PvP community,
I just want to express my support to the posts that asked for the removal or the nerf of sigil of air and fire. It has been an issue in the game for the past year but has been overshadowed by the celestial amulet and turret engineer demands. Sigil of air and fire has always been broken and made zerker-oriented classes extremley powerful.
Some concerns might be towards rangers and necros but they are already getting buffed after patch! A lot of people complained about the mindless gameplay of Spinal Shivers proccing with air and fire leading to a medium class going from 80% health to 1% health because of it! On crit sigils should not support more damage, as it is already ON CRITICAL HITS. (They already hurt a ton why ON EARTH would u try and make crits hurt more??) It also nullifies the effect of ferocity. Every high tier PvPer knows that Power scales best in this game, and that is partially because of the sigils of air and fire!
Tl;DR: Air and Fire sigils have caused imbalances in this system and needs to be either removed or reworked. On crit sigils , in my opinion, should not promote more damage unless it was something like sigil of force (5% extra damage really isnt a killer but a 2k follow by a 1.4k air and fire proc every 5 seconds is a HUGE deal.)
Last but not least, sigil of doom and intelligence need a serious revision as well as they are also BS. (Looking at celestials with under 20% crit chance just because they have intel…a well practiced engineer knows how to utilized it to make that broken.)
Just my 2 cents.
Would love to read your opinion.
+1 to this post.
If i might add to it, other auto attack procs (such as IP on engineer) should not proc on auto attacks either. It promotes passive play on engi making it extremley powerful in 1vs1s and Teamfights by constantly applyin poison and burn on auto attacks.
As for the people claiming that it would destroy certain specs of the build.. (s/d thief/power rangers) you are already getting a damage boost and should consider trait swaps if you really want to invest in damage. There is little trade-off for investing all trait lines to survivability when you have air/fire proc and procs such as IP on auto attacks. Logic dictates, if you want damage you trait for damage, damage should be subtracted otherwise. (the fact the s/d acro offers the same sustained damage as critstrike s/d in 1 minute justifies my arguement.)
Just my 2 cents, would love to read your opinion on this.
Edit: If i might add, power necros and power rangers are completley dependant on random procs which is just bad design. Damage should really be worked to be attained, nothing is more frustrating to die to someone just pressing 1 button in a smart position.. it might be bad in 1v1 scenarios but it is still extremley powerful in a competitive scenario when coordinated stealth bursts and chain of immobs exist.
Critical chance itself is already RNG dependent. So should we remove all these together and embrace a condie meta where everyone just blindly spam condie?
Does condie ranger take much more skill than power ranger to play? Not really.
RNG attack can be frustrating. But this is little concern regarding skillful play and balance. The truth, on the contrary, many power spec that rely on fire/air are not that strong to start with. Why nerfing them? As far as I can see, some of those spec take actually more skills to play.
Just read the OP and it would answer your question. Air/Fire on auto attacks is just bad design and as you mentioned, they are frustrating. The one-shot capabilities of 2-3 zerks is just too much because of air and fire procs. A small solution is to remove them from auto attacks, even tho I just generally believe they are unhealthy to the PvP scene as it’s completely RNG.
Do the math: 2k proc per zerker around every 5 seconds. Thats 28k damage just from procs on auto per minute. If those numbers are not enough to justify it then I don’t know what would. AND the fact they apply ON CRIT makes it a far bigger burst of damage (5k backstab … +2k air and 1.4k fire…that is like doing 2 backstabs.)
(edited by Patchi.9061)
+1 to this post.
If i might add to it, other auto attack procs (such as IP on engineer) should not proc on auto attacks either. It promotes passive play on engi making it extremley powerful in 1vs1s and Teamfights by constantly applyin poison and burn on auto attacks.
As for the people claiming that it would destroy certain specs of the build.. (s/d thief/power rangers) you are already getting a damage boost and should consider trait swaps if you really want to invest in damage. There is little trade-off for investing all trait lines to survivability when you have air/fire proc and procs such as IP on auto attacks. Logic dictates, if you want damage you trait for damage, damage should be subtracted otherwise. (the fact the s/d acro offers the same sustained damage as critstrike s/d in 1 minute justifies my arguement.)
Just my 2 cents, would love to read your opinion on this.
Edit: If i might add, power necros and power rangers are completley dependant on random procs which is just bad design. Damage should really be worked to be attained, nothing is more frustrating to die to someone just pressing 1 button in a smart position.. it might be bad in 1v1 scenarios but it is still extremley powerful in a competitive scenario when coordinated stealth bursts and chain of immobs exist.
(edited by Patchi.9061)
I know a lot of you know this…but haven’t it come to anyone’s mind that Vulnerability..one of the most common condis applied in this game by a lot of classes (and even sometimes sigils like condi necro) Converts to PROTECTION? that’s absolutely broken knowin that protection is by far one of the most important boons in game to counter heavy bursts….what do you guys think?
For those who didn’t know, 1 stack of vulnerability gives 3 seconds of protection if converted.
The more you bring to the table with all the changes to the traits the more the table requires CLEANING. Are we gonna get more frequent minor balance patches to balance out the soon-to-be-discovered unbalances in what you are going to bring up in the future? (That has been the case for the past 3 years…)
Can we just have an in-game currency for PvP instead of flooding our inventories with chests? and with these points you can purchase items that are available for reward track? I mean I like the idea and all, but I have a lot of chests that I really don’t wanna bother openning then salvaging items that are for PvE that I don’t use.
I went with a friend of mine to test the EU meta as it is quite interesting and different from NA meta. I want to join the Academy Gaming, as the name suggests, to experience their rotations and builds and playstyles to just generally improve as a player and have fun. However, I don’t want to farm gems from EU and NA so I am only doing this purely for experience…and signing up as a free agent with potentially 3/4 pugs will most likely not effect the top 2 winners of the tournament and I will have a fun time experiencing the EU meta…and having free agent will really help me achieve that .