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Necro PvP reaper build

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Posted by: Reinhart.2703

Reinhart.2703

Can someone please link me a good necro Reaper Power based PvP build. I just came back and the build looks very interesting.

Thanks in advance.

GW2 pvp survey. Thanks for your time.

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Posted by: Reinhart.2703

Reinhart.2703

60 percent who took survey play mes and thief

lmao are u talking about class balance yeah…

GW2 pvp survey. Thanks for your time.

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Posted by: Reinhart.2703

Reinhart.2703

Just wanted to say this was awesome! We’ve seen this and we think it’s pretty cool to see some of your opinions on the current state of the game. Thanks to everyone who participated!

Thanks for taking the time to show us you read it.

Hope it was helpful in some way.

Ya! It really was helpful. The survey mirrored a lot of things we’ve seen on the forums – but had it all in one spot.

It was also nice to see we have a good “read” on the playerbase – some of the things you guys rated as big issues are things we also consider to be our top priorities!

Are you going to do anything about this?
This been said for months and months and as a developer all you came up with was a another node capping map. WoW had 3-4 major PvP updates you guys did not do a jack especially for a new game. Little slap here and there and we still people howling with furry about certain brocken mechanics / professions.

You guys are absolutely clueless based on what I have seen in a video about state of the game. You are trying to buff already too powerful class (mesmer) based on what? So mesmer will have an easier time killing Minion Master Necro – spec that nobody uses at high level.

PvP in this game is dieing if not dead and unless you take some initiative in your hands or listen to feedback you will lose little bits of community that is left.

For the love of god do something about this game. If spells / skills are too cheesy you need to rework it. Make that all professions will take skill to play instead of a huge disparity.

You did not need a survey to hear the community. This post will probably fall on deaf ears like hundred did whatever. Keep butchering PvP in this game. This is by far one of the worst PvP experiences I had in years from the company that claimed that they are thinking of supporting ESports and the ones who will try to balance this game around “SKILL” yet you did all you possibly could to destroy PvP community and make people rage with a skill and strength disparity on professions.

Here is the idea. Bring back Guild Wars 1. Make it look a lot better than what it is now and remove PvP from Guild Wars 2.

Beautiful game went down the pooper.

Post: "Why I Stopped Having Fun in GW2 PvP"

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Posted by: Reinhart.2703

Reinhart.2703

OK i would like to apologize to the community. I spent about 25 hours playing it got in tournaments alone. and yeah not many thiefs out there who know what they are doing. killing them was actually relatively easy.

The problem is bunker builds. OMFG man i though phantasms were OP (which they are for a fire and forget mechanic). But boy the developers in PvP are completely clueless if they haven’t fixed bunker builds yet. How long was this in a game for? They seriously need to tone down condition cleansing for eles, guardians and engineers. This is absolutely absurd how much damage mitigation and condition removal those specs have while dishing out relatively good pressure.

This is embarassing for anybody who wants to say they play this game proudly. Like I said before (and good i was hard on a review) this game is not worth purchase for PvP content only.

MMR broken
Premades vs Pugs
Bunker builds
Some overtuned abilities (heartseeker, null void) need toning down.

No arenas,
Only node capping maps.

Poor excuse for MMO PvP even though the game has a far more potential to than WoW from PvP perspective. This is actually very very sad that developers did amazing job with this game. AMAZING. Combat feels 10x more fluid and live than WoW. Much more interesting game. Literally a skillfull play can make you 2-3x more durable.

I feel like developers put like 90% effort and its amazing, and the 10% left that needs work and they for some reason too stuborn to impalement it.

Whoever is working on balancing this game needs to get his head straight and actually do what he is getting paid for.

/ thread
/ game

PLEASE for the love of god Developers head our cries and work on a freaking PvP. Stop being lazy get our feedback. Trust me once you burn out whats left of your loyal fan base PvP will hit of no return point in this game.

Post: "Why I Stopped Having Fun in GW2 PvP"

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Posted by: Reinhart.2703

Reinhart.2703

I’m all for adding arenas.
I’m totally against adding dedicated healers.

I do not think it is possible with out healers. or some sort of heal from outside otherwise it will be greatly imbalanced due to gimmicky specs

CC will become the new healers.

This.

Look at WoW’s 5v5 for reference.
No need for a healer at all. Just pick your target and kitten it.

3v3 was roughly the same too. Pick a target, kitten avoid being kitten

It could definitely work. Just not with the current bunker spec-strength.

Hardly. Unless you run a heavy burst comp like RMP 3v3 matches are going to be more so a war of a attrition than anything. Especially something like Warlock/Shaman/Priest, or really any warlock comp.

A healer in WoW can out heal 2 DPS easily if the healer is receiving no pressure, which is why a team like RMP can kill someone in the first minute. Since GW2 both lacks healers and long duration CC, it won’t work exactly like this though. I don’t think WoW is at all a good comparison for how arena would work in GW2. The combat mechanics are vastly different.

Bunkers would be a problem in GW2, since two DPS will have a fairly difficult time killing 2 bunkers though. It’s not in WoW since, well, 2 DPS can kill two healers or tanks provided they aren’t hard countered or anything. That would probably be a huge barrier for arena tbh, and GW2 can’t exactly ban certain builds since builds aren’t cookie cutter as WoW talent trees either. I also realize the only reason people would run 2 bunker in 2v2 would be to troll, but regardless it’s not fun for the other players even if it would be low MMR. Obvious solution would be to just nerf bunker strength of course, but I’m skeptical on how much ArenaNet are willing to change their conquest format.

suggestion was introduce 6k HPS to the entire arena team (no healers just passive 6000 healing a second) and then let it roll. nerf bunker specs though before that

Post: "Why I Stopped Having Fun in GW2 PvP"

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Posted by: Reinhart.2703

Reinhart.2703

I’m all for adding arenas.
I’m totally against adding dedicated healers.

I do not think it is possible with out healers. or some sort of heal from outside otherwise it will be greatly imbalanced due to gimmicky specs

Post: "Why I Stopped Having Fun in GW2 PvP"

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Posted by: Reinhart.2703

Reinhart.2703

Eduardo I know you love you theif and I know you love playing it, and that you do not agree with me about the class balance. Its cool its just my opinion. But seriously man you just broke all possible records for being annoying on forums.

I honestly could care less if they keep or nerf thiefs (class stacking is a problem in this game and that’s problem developers need to solve not me). This post is my feedback like it or not. I was so excited about GW2 because I love Guild Wars 1 more than WoW actually. I feel betrayed by the PvP development team and I have the right to vent out. Weather you agree or not. Go keep posting and defending your beloved thief class. I am done argueing with you.

FYI Afroseeker is not racial. “Afro” hair cut was quite popular in 70-80’s and by both African American and white people. Ever heard of white afro?! Here is the funny part – afroseeker its nothing more than a type of hair cut and seeker my silly way of naming heart seeker spamming thief.

Post: "Why I Stopped Having Fun in GW2 PvP"

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Posted by: Reinhart.2703

Reinhart.2703

You got over thousands of people to buy it?? ANET!!!!!! This man needs a reward!!! Thousands of people!! ahahahaha!! Unbelievable!!
Whoru?

Still more than what you ever did for the game even though I absolutely despise what it became.

Thats ok go to the other threads and keep posting about “thief” class being balanced. Apperantly ANet has absolutely 0 intention to hear feedback about the game.

[SOTG] Questions Poll

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Posted by: Reinhart.2703

Reinhart.2703

Hey, firstly I would like to start with saying, that I understand everyone has a lot of questions that they would like to see asked in SOTG, but sadly there is a time restriction which means there is only a certain amount of questions we can get through; so what I am going to purpose to you in this thread, is to put in three questions that you would like to see asked in SOTG, what I am going to do just before the live cast is tally up what topics have the most interest. I promise then that those questions will be asked.

I am going to start with the questions that I would like to ask.

1. Contents of the march patch.
2. Balancing the game for casuals.
3. Solo Que.

Please refrain from writing large walls of text, if you have any additional comments you can leave them after the 3 initial questions, but please make sure that you keep that to a minimum as to make it easier on me when I have to tally those up.

Thank you.

1) Will there be anything else besides Node Capping? 7 months into development and all devs came up with are another 2 node capping maps…
2) class and skill balancing. Game is pretty imbalanced with lots of outliers on each end
3) Arenas – why are they not implemented yet

Post: "Why I Stopped Having Fun in GW2 PvP"

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Posted by: Reinhart.2703

Reinhart.2703

Agreed with op on the most part.
But not that Lineage 2 was a bad pvp game, its one the best ones imo.=)

Reason its bad because grind and gear was infinitely better than skill
When I quit the game necromancers were killing everything that moved. Casters in general were too strong, I played knight and he was worthless. later I leveled necromancer to lvl 60 and he was 10x stronger than my 74 shilien knight

Post: "Why I Stopped Having Fun in GW2 PvP"

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Posted by: Reinhart.2703

Reinhart.2703

Do the guys here really think that the Guild Wars 2 PvP isn’t lacking?
Hell, we have only one game mode and, by far, one of the most boring according to a good part of players.
Guild Wars 1 had a lot of PvP options with a bunch of maps. There was RA, TA (and then Codex) for casual and semi-casual play, then HA for a more organized game and finally GvG to satisfy everyone’s taste about tactical gameplay.
Now look at Guild Wars 2. Where the heck is PvP?
6 maps of the same point capping. You like point capping? Fine. But you can’t debate this isn’t a proper sPvP.

Be careful man you might be flamed and be told to stop playing this game

Post: "Why I Stopped Having Fun in GW2 PvP"

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Posted by: Reinhart.2703

Reinhart.2703

When did he stop playing? It seems pretty outdated to complain about Thiefs and Mesmers.

He claims that conquest mode in comparison to arena is monotone. But in my opinion arena sounds more boring, when it’s just “all about crowd control or focus fire, they are also about healing and healing prevention”. This doesn’t even sound like a game mode, he’s just listing the combat mechanics. I guess conquest can be pretty boring, if you can’t come up with strategies.

He then goes on to explain why arena wouldn’t work in GW2. If he gets why arena isn’t in the game, why does he want to force it? I mean, does he really want to bring the trinity to GW2, so arena would work? He would change the core mechanics of this game just to play this game mode?
I stopped reading right there. I guess it’s nice that he got some accomplishments and tries to sound all clever and stuff. But he shouldn’t mistake that for stating his opinions as facts. This forum already got enough of that.

Because almost the entire GW1 fan base coming to GW2 expected arenas.

Post: "Why I Stopped Having Fun in GW2 PvP"

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Posted by: Reinhart.2703

Reinhart.2703

I do agree to pretty much everything BUT do we really need a “pro” to mention all these obvious flaws?^^

I am pretty sure most PvP players know about all these probems and if we do, Anet does too. Remember, they have people working full time just to improve the game. It’s not about knowing, it’s much rather about fixing these problems. And a “pro” complaining about PvP won’t change Anets mindset.

Pro shmo has nothing to do with the fact that when we all listed the game mechanics, class imbalances and what we would like to see – Developers from ArenaNet just turned around and shoved another “node capping” maps right into our faces. YEAH Awesome feedback mechanism we have here going

Necromancer Pressure Master

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Posted by: Reinhart.2703

Reinhart.2703

It actually shows everything you need to know about Necromancer – Condition damage. How to use death shroud, dodges, weapon swaps. Stuff that most of the people have no clue how to use properly.

Enjoy

The fundamental flaws of Thief's mechanics

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Posted by: Reinhart.2703

Reinhart.2703

man I love thiefs coming and defending their state. Pistolwhip is broken ability. heart seeker was just shifted damage so it is more of an execute than 1 button spam. Its still too strong though as a gap closer and finisher below 40%. Got forbid thiefs will need to swap their weapons from pistol whip to dagger

The fundamental flaws of Thief's mechanics

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Posted by: Reinhart.2703

Reinhart.2703

Thiefs have probably the most powerful abilities our of all classes when it comes to initiative cost.

Heart Seeker, Pistol Whip, Sword #2

they have different mechanics build into 1 ability and that what makes them powerful.

The problem I see with a thief class is not how powerful their abilities are its how easy it is to get them off (burn out and get a kill). Thiefs have plenty of initiative and that what causes the main problem.

I think the best way to balance them is to actually make thiefs start with 0 initiative in a fight and build it up through using their #1 abilities and then use initiative to get a kill. With that I think we can make them a bit more tanky but their survivability is really good if you add stealth into that factor.

Bottom line is Thief is at a great advantage vs other classes when they have full initiative and I think that the mechanic needs to be the opposite where they start with 0 but build it up pretty fast.

The Skill Cap of Guild Wars 2 PVP and the Implications

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Posted by: Reinhart.2703

Reinhart.2703

While I agree with most of the pin points here. A few things that I dislike about the game:

The easiness of some professions vs the others:
and
1 skill gimmicks:

PW/ HS spamming thief and 100 b warrior is more effective that lets say a warrior with 1 handed sword or Thief with cleaver usage of the stealth. Also those 2 skills are on part with lets say elementalist who has to work hard for his kills.

Not only this makes regular ques very unenjoyable it also promotes faceroll over skilled play. When we have 1 button I win professions compete with classes that take 10-15 weapon skills on plain grounds for tourney spots we have a problem.

Pet passive damage:
I can’t tell how many times I would get mesmer to a downed state with 9k hp remaining only to find myself getting killed by phantasms or swapping to phantasms and letting mesmer heal back up to spawn more.

Rocket Dogs, Ranger pets and Phantasms do a lot of damage and its all passive and I have a big problem for Especially mesmers having to absolutely not work for their kills.

Game is far better than any start up MMOs ever existed but it also needs a lot of work.

I wish we could get some insight on these. This game by far has a better experience than WoW kitteniclysm and could be for MOP as well. Although PvP infrastructure needs a huge change Caping nodes is fun but it should not be the only viable types of Battle Grounds.

I am still waiting on Arenas, different battle grounds choices and being able to level through PvP so I would not be extra kittened in WvW.

(edited by Reinhart.2703)

Necromancer Condition Feedback. Things that are needed to be changed / reworked

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Posted by: Reinhart.2703

Reinhart.2703

You’re suggesting that every single skill a condition focused necro has (or can use viably) should scale off of condition damage or have some kind of condition ?

Fairly sure that tons of other weapon sets etc on almost any proffesion has atleast 1 or 2 abilites that don’t scale off their desired damaging focus. If necros had every single kitten ability in their skillsets/wep sets being buffed by condition damage they would be completely and utterly brokenly overpowered.

On my engi i have condition spells on all my weapons despite running a power build, and if i was to be condition focused i would have to use power based spells. That’s just how it works.

And necros are fine, fix the bugged traits and things that dont work as they should and the proff is absolutely perfectly balanced. I kitten on peoples faces on my necro with EASE. Both in tourney and hotjoin. They rnt supposed to be glasscannon nukers so i dont get all the moaning about lack of damage output. They controll boons and conditions like no other, which is strong as kitten hell i may add.

EDIT: Basicly every single proffesion has some traits, skills etc that dont exactly belong in that trait tree or that build. That’s just how it is.
And i still don’t get why necros moan about DS being useless, it can completely negate spikes from the enemy team with 1 click of a button on next to no cooldown, and it’s rather easy to regen aswell. It’s not meant to be a 1click turn into epic monster of doom and aoe 10k dmg, you already have plagueform for that. It’s primary use is for survival, which it works really well for. Get a grip.

Yeah I understand. But we have wayy too much inefficient skills / traits. Not are just not worth pressing a button. Life Blast Feast of Corruption and Staff #1. Just because other classes have the same problem does not mean our kitten does not need to be fixing.

Skill caps between classes. Design Flaws of SPvP

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Posted by: Reinhart.2703

Reinhart.2703

Pistol Whip – 0 skill required to use. Forces Stun Breakers Dodges once target is out Pistol Whip finishes the job. 1 Skill that has a stun and great channel damage tied to it. Put it on a cooldown 15 seconds at least.

Phantasm build – Stupidy knows no doubt as pets do too much damage over its life time. Killing them is not an option. Low cooldowns. Mesmer kites / LOSes let the pets do all the work. Is this a joke? if it is – a poor made one.

100 Blades – lawl?

Seriously some classes have to work really hard to be effective in PvP while other classes can just win with gimmicky mechanics. How did this get to live?

I play a necro, but I traid a warrior for one play session...

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Posted by: Reinhart.2703

Reinhart.2703

Dear Jon Peters,
fix the bugs, fix traits not working, fix minion AI and then, only then, we may discuss the necro having steep learning curve.
How come a game designer of such a complex game is so short-sighted, anyway?

Btw, I don’t get one thing. How can we master DS?
DS is basically the easiest thing on necro. Four skills, extra HP bar. If by “mastering” you mean “know when to press the F1 button”, then there is something wrong … Takes like 15 minutes to find out what is it capable of and another sixty or so to find out when iti s worth using and when it is not.
If you would say, for example, master weapon switching, master minion skills or master equipment choices, what would be something. But this … I don’t know, just fail.

I made a feedback post about conditionmancer and that the deisgn is flawed in so many ways. Half the passive traits are pointless, out Feast of corruption, DS and Staff #1 auto attack are power dependent in a condition spec which does not make any sense at all whatsoever.

But hey all we need to do is master a DS right?

Necromancer Condition Feedback. Things that are needed to be changed / reworked

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Posted by: Reinhart.2703

Reinhart.2703

Hey guys this is my feedback on Necromancer. I have won over 50-60 Tournies on my Necro – so feedback is coming from hours and hours of playing and Mastering Conditionmancer.

First of all I don’t think Necros are worthless or weak I think they are lacking a good synergy in condition build due to the poor design choices.

Skill Design Flaws:
Condition Necromancer does not have any power items at all. Tough Prec Condition Dmg Neck and Undead PvP gear set yet some of the abilities for some reason are power dependent:

Scepter / Dagger

Feast of Corruption – it crits for 600? Thats a cooldown spell that is supposed to do a decent damage but because it is tied to power it really hits like a wet noodle. There is absolutely 0 point in using it (even though it gives 3% life force) because auto attack does 100-250 dmg plus 900 bleed with a chance to proc 2 more bleeds on crit.

Make Feast of Corruption scale off condition damage rather than power.
or make FoC extend existing conditions on a target by 4 seconds. Mainly tie it to our condition damage.

Grasp and Ef Blood are both skill shots and a cast time which is fine, but the damage on them to a primary target is too low making auto attack more supperior. Please buff the bleed to maybe 1-2 more stacks.

Staff:

  1. on staff (forgot skill name) is another skill that is tied to our power which is poor design for condition necro. Add bleed or burning effect to it making it somewhat viable to use.

DS:
Life Blast is a 3rd ability that is tied to power on condition Necro. Please add some conditions to it as well.

I like my class but i just do not see any synergy in a condition build with some skills. I think it is a more of a design oversight tieing power as a scale source to 2 out of 3 main auto attacks.

Traits:
Curses (main spec for condition master):

15 – Furious Demise – Gain Furry in death Shroud – very poor choice for a condition spec as it is practically useless due to death shroud not being able to apply almost no condition unless it crit procs and with slow auto attack – bad

Tourment the Week – increase damage for each condition on the for – Umm our baseline damage is very very week due to not having any power and even if we had it would still be a really bad choice. Please at least let it increase our condition damage as a whole or scrap it

Death (pointless for real):

Reanimator – summon jagged horror when you kill the enemy – for real? This is by far one of the worthless primary traits I have seen in a game. Please scrap it and give us something more viable.

Bugs:
Fix the Rune of Geomancer that procs bleed on a weapon swap sometimes not procing the effect. Happened to many times. . .

Like I said Necros our fine and can be pretty efficient. The problem is the design of some traits and skills is waaaayy off from what it should be. There is no point tieing power scaling into full conditionmancer

Please remove god mode from mesmer in spvp

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Posted by: Reinhart.2703

Reinhart.2703

I like how everyone has excuse not to nerf mesmer – Spot between clones its easy to down mesmers.

Bottom line Mesmers and thief ruining the game right now because of the class easiness. If you think mesmers take skill you are sadly mistaken. Phantasm build mesmers need a HUGE pet nerf. When the illusionary can chunk 14-25k hp during its life time we have a problem. When we have beserker, warlock and rogue all 3 on enemy plus the mesmer it is literally 2v1 ing the oponent,

Mesmers need a HUGE nerf but its only their phantasm build

Current Balances issues in PvP:

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Posted by: Reinhart.2703

Reinhart.2703

Hello Reinhart,
here are some of my own observations regarding the problems you have encountered with some skills.

Pistol Whip -
The damage portion of pistol whip has a long windup time, you can dodge out of it even if you are hit by the stun.

Unload -
If you dodge even once then most of the bullets will miss you, even if the opponent has haste buff.
Secondly using Unload is not as effective as you make it out to be, even if you manage to get hit by a fully optimized unload under the best circumstances that’s at most 5-6k damage. The thief that shot you has 16k~ hp and 0 toughness.

Warrior -
Conditions
Warriors have one of the longest basic bleed with their 50%+ bleed-duration trait, Warriors can also put up the most bleeds in the shortest time with their Sword Burst.
The problem with them isn’t duration, but rather that warriors, unlike other classes have to get into melee to put the dots up.

Lastly, consider relaxing on calling for increases on cooldowns. I get that you don’t like that every warrior is running around with Greatsword, but increasing cooldown to some arbitrary high number isn’t going to change anything, 100swords is mostly used with frenzy, and that has a 60sec CD.

Cheers.

That is true however with only 2 dodges good rogue will have a good uptime with pistolwhips. Especially if they use venoms.

Both unload and pistolwhip could be used multiple times back to back to back making them far superior cooldowns.

100 blades – well I am not sure what is needed to be done but balancing around it is not much fun.
Warrior bleeds applied fast but also fall off very fast i think the base duration buff from the flurry needs to be buffed by 2 seconds

New Necromancer, would like some tips!

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Posted by: Reinhart.2703

Reinhart.2703

I’m a level 32 human necro and i would like some help.
http://www.gw2builds.org/create/bwe_1/necromancer#2.1.0.0-3.1.9.20.3-10.5.5.0.0-3
These are the skills I’m using please leave feedback and help me improve myself.

player vs player or player vs environment?

Player versus player combat is suffering from the following problems.

in Players Helping Players

Posted by: Reinhart.2703

Reinhart.2703

I totally disagree with the OP. Here is why:

Every class has their special abilities that if used properly in certain rotations and whatnot, can be totally devistating on the battlefield. The idea of nerfing a particular class (there is atleast 1 post per class wanting a nerf) is unballancing. This is not a troll post, this is to put things into perspective.

Instead of demanding a nerf for another class, how about finding ways in game or maybe trying to understand and play ur class better. If you nerf the Thief class cause of reasons the OP stated, might as well nerf the Rangers, their long range attacks and skills to do added damage and pets can devistate any other class as well. But wait how about the whirling attack of the warrior, that can also drop several enemies in a second or two. You can go on and on and on.

Seriously folks, learn to play the game a bit. This game has a learning curve… so learn it. Classes should not be ballanced. whats the point of that. Might as well be only 1 class if every class is good at the same things. Some classes match up well against others some not. That is why this is an MMO. You have to rely on your buddy left and right. Work as a team.

This game is not easy mode. You actually have to think a little bit about what your doing. Least that has been my expirence so far, and I am loving it. When possible “revive” is a teams friend. This comes down to learning the mechanics of the game and class abilities. Not just your class but the capibilities of other classes as well. Devise a stratagy to counter.

Name 1 ability (besides 100 blades) that either warriors, mesmers, ele’s, necros, guardians, rangers can spam and get away with it.

Heartseeker, pistolwhip and unload are the abilities that can literally be spammed and kill players from 100% – 0%.

You can argue about the dodge mechanics, stun breakers but overall we can only do 2 dodges and limited amount of stun breakers, while you can literally do 8 -12 heartseekers and pistolwhips back to back.

Those 3 need a nerf I dont think thiefs are overpowered i think those 3 abilities are overbuffed. I think the good place is to nerf their damage or utility and buff the damage sources for other thief’s attacks

(edited by Reinhart.2703)

Current Balances issues in PvP:

in Players Helping Players

Posted by: Reinhart.2703

Reinhart.2703

Hey guys first of all I have been participating in tournaments, and in every beta weekend. I have roughly 85% W/L ratio and I do know quite a bit about builds. So the feedback that I will be giving will be based on my experience.
First of all:

Thieves: Class looks great. No issues with their stealth whatsoever, I think it is the right step in making thieves stealth more frequently and make their openers not as devastating.
However there are a few issues with the class:
Heart Seeker / Pistolwhip / Unload – all 3 of those skills do not take a lot of set up and can get away with just spamming them until they run out of initiative. Granted there are a few utility skills that fill back the initiative, and trait that lets rogue gain initiative back on a crit – we have a plethora of thiefs both in tournaments and random warzones spamming 1 button. There were numerous times where thiefs tried to kill me with out those abilities and at the end they were resorted to just spam them because they are over buffed.

Heartseeker – is the gap closer, main damage dealing ability, and execute all 3 functions rolled into 1. I honestly cannot see how ability got overlooked in beta. I am ok with 2 functions but all 3 creates a big problem and heavily promotes its spamming. Increase the initiative cost to 5, or remove damage above 33% or a gap closer should suffice.

Pistolwhip – 0 set up to do great. Most of the channel skills require set up (100 blades – stun then channel). However pistolwhip stuns automatically and then starts channel. Not only this ability is great for disabling the enemy it also does too much damage. Either stun needs to be removed or the damage needs to be nerfed.

Unload – too much ranged damage.

I understand that nobody likes the nerfs therefore I promose buff the other rogues abilities to compensate the nerf to HS, PW, Unload. I do not think Thiefs are overpowered I just think it is very easy to deal damage as a thief with 3 overused abilities therefore limiting the true difference between skilled veteran and a new player that just googled the build.

Warriors:
Condition build is none existent. Very week compared to other classes, mainly due to the bleed duration. I think buff the heal to remove 3 conditions, increase bleed duration by 30%, also maybe add some traits that work based off Thoughness – 20% of toughness and power becomes a condition damage.

General skills – I think warriors damage is a bit low overall and 100 blades is over buffed. Increase damage on other sources for basically most of the weapons and nerf 100 blades damage by 40% or increase its cooldown to 35 seconds. I believe in versatility rather than based the whole class / build of 1 weapon ability (17 skills including 2 raged and all warriors balance is 100 blades)

Buff Warrior’s bow it seems a bit on a lower end. I think it can go well with condition build granted the bow can apply some more conditions besides ignite.

Mesmers:

Great overall but their passive damage from berserker, illusionary unload is too high. Mesmers are balanced around the enemy being able to differentiate the true mesmer from clones, thus making swaps to hard hitting illusions not very viable. I cant tell how many times I would win vs mesmer at 9k hit points I would still get to downed state due to the high illusion damage.
Nerf illusionary unload damage (literally could be 50% of total mesmers damage) since its just a passive damage. and increase their active damage that they have to work for. Good place would be increase shatter damage / combo if it hits just 1 enemy.

*Necromancer *
love my necro to death I think we are fairly balanced. I have 1 issue – feast of corruption does 500 damge and it is in our scepter build that is condition based build. The ability needs a rework. I think instead of doing damage based on how many conditions the enemy has it should either apply bleed / burning based on how many conditions enemy has (2 stacks of bleed for every condition, or 1 second of burning for every condition) increase its cooldown to 20 seconds.

Downed State – a few classes benefit too much and a few too little. Classes with pets (rangers, mesmers, minion necros) benefit too much from it and classes like necros, guardians elementalists – too little. Classes like theif and warriors are in a good place i think.
For necros I have a suggestion for #3 – instead of posion give us shrouded form to buff our HP levels through life force and make us un executabe for 4 seconds. For Guardians Ele’s – its up to the community as I am not sure exactly how to balance them.

I hope this helps. I do not want to nerf the classes but rather transform damage from overused abilities into others so the classes will be more complex yet fun to play.

Thanks!