Showing Posts For Superhoops.8956:

Continuum split is the most OP skill ever

in PvP

Posted by: Superhoops.8956

Superhoops.8956

In any MMO or MOBA EVER this is the most overpowered thing I have ever seen. It isn’t even close. It is so grossly and absurdly overpowered.

It should not reset EVERYTHING. For a start…resetting ultimates is insane. I actually think a balanced continuum split would be for it to reset only f1-f4 skills. That still makes it probably the best skill in guild wars 2 (!!!!!) even after this nerf.

How does this get through testing?

I would much rather they nerfed this OP BS rather than just nerf everything about mesmer because continuum split abuses it.

Way way way way way way too good. It is just way too good.

BTW, just so you all know.

Best class in PvE = Mesmer
Best class in WvW =Mesmer
Best class in PvP = Mesmer

Nerf continuum split and save this game.

I will try to be brief and just summarize: CS is not a “reset EVERYTHING” skill. It restores whatever health you had when you activated it, and whatever skills you can squeeze in b4 it resets. For example, in the case of Moa, SoH on a 1 second activation, which means because of the mechanics of SoH, you cannot get a whole lot more out of CS b4 it resets and subsequently resets SoH. Furthermore, the “rift” can be destroyed, which makes it reset faster. In the end CS is not a guarantee of anything and has to be used judiciously in order to make it effective while in combat.

Second, Mesmer is hardly the best profession in any game venue atm. I do not see many Mesmers in sPvP; many times I am the only one which means it’s hardly necessary in the minds of other players, so how can it be so op? Have you tried leveling a Mesmer in PVE? It’s not easy because of the way clones are tied to its damage, and against npc foes clones/phantasms are mostly ignored which means the Mesmer is instead targeted. That means the Mesmer can’t rely upon the usual deceptive value they provide against real players and therefore, has to play well. In WvW, thieves and ranger-druids are generally hard counters. I have an alt Mesmer I use to roam with, but again, even as a power build there are no guarantees not even soling camps and such because Mesmer just doesn’t have the burst it used to have and that because it has been heavily nerfed.

Finally, what’s next for Chrono? What will Chrono have left if you take away or nerf CS? They have already nerfed Chrono – a lot, including both Alacrity and Wells – not to mention again in this latest patch with the nerf to Inspiration trait line. In the end, CS is good situationally to reset some things but not everything, and you have to manage it well for it to be genuinely effective.

Everything can be reset by it. Its broken. it should only reset f1-f4. Either way, chrono is always going to be better than mesmer so mesmer will never have any build diversity. Terrible design.

Continuum split is the most OP skill ever

in PvP

Posted by: Superhoops.8956

Superhoops.8956

incoming mesmer mains who dont want their broken class fixed in 3 2 1

Pretty much. I have played a lot of games and I have never seen a skill so overpowered as continuum split. It is really amazing.

Continuum split is the most OP skill ever

in PvP

Posted by: Superhoops.8956

Superhoops.8956

http://heroesofthestorm.wikia.com/wiki/Rewind

here is how a good game company balances a skill like continuum split.

Continuum split is the most OP skill ever

in PvP

Posted by: Superhoops.8956

Superhoops.8956

In any MMO or MOBA EVER this is the most overpowered thing I have ever seen. It isn’t even close. It is so grossly and absurdly overpowered.

It should not reset EVERYTHING. For a start…resetting ultimates is insane. I actually think a balanced continuum split would be for it to reset only f1-f4 skills. That still makes it probably the best skill in guild wars 2 (!!!!!) even after this nerf.

How does this get through testing?

I would much rather they nerfed this OP BS rather than just nerf everything about mesmer because continuum split abuses it.

Way way way way way way too good. It is just way too good.

BTW, just so you all know.

Best class in PvE = Mesmer
Best class in WvW =Mesmer
Best class in PvP = Mesmer

Nerf continuum split and save this game.

Necro needs more sustain - it sucks

in PvP

Posted by: Superhoops.8956

Superhoops.8956

Why cant necro have both survivability and good damage? all of the current classes have better ways to survive focus and get back in fight fast while also having good burst damage.

You guys fear from necro having both ways to survive hard focus and chance to get back in fight and some decent damage while current classes have both worlds already.

Just look at Warrior and Guardian for example. both easy to play both very bunkerish high dps with some cc ( Team having this advantage, more chance to win the game ) So nerf their damage or nerf survivability then?

Because necro is judged by another standard. Thief/mesmer have been meta for basically 4 years and that is fine. Necro (a single necro) is meta for 3 months and its the end of the world and it must be nerfed. It is unfair.

Necro needs more sustain - it sucks

in PvP

Posted by: Superhoops.8956

Superhoops.8956

Shauma, i understand your point, but still if necro defensives were buffed they would have to nerf eles because support eles wouldn’t just suddenly disappear. Good ele or druid can keep necro alive for ages. I have seen it done way too many times.

Also, let’s assume necro does give up his offensive power for defensives. The issue is, corrupt boons is still there, condi spam is still there, even without procs it is insane pressure on certain classes.

I wouldn’t bring up warrior and DH for comparison as those are straight out broken atm and need massive nerfing.

Nope. Almost all necro damage comes from spite and curses trait lines and their passive procs. If they move into death magic and blood magic and drop one or both of these they lose a ton of damage.

Necro needs more sustain - it sucks

in PvP

Posted by: Superhoops.8956

Superhoops.8956

like flow said for healing,

what about evryone else who was and is always able to fullheal in invulns and stealths in safety?

The main problem of shroud healing would not be BURST HEALING BY ALLIES, but rather LONG PASSIVE REGENS as shrouds durations are lenghtier than the true invulns.

Then again,
everyone else has stupid strong passive ticks and survival is mostly dependant on cooldowns and positioning rather than having 10k vs 15k hp left – getting healed 0-30k then focused back to 0 seconds later is regular scenario
.

EXACTLY. Everyone else gets perma invuln or the ability to block or kite or go invis or whatever else. Why shouldn’t necro have this? And yeh, necro damage is nice, but mesmer damage is also amazing and they have perma portal and perma moa (continium split lol) and are perma invuln.

Necro needs more sustain - it sucks

in PvP

Posted by: Superhoops.8956

Superhoops.8956

@ Life force:
Before anyone who doesn’t play necro gasps in shock at the seemingly long list of buffs, necros are actually long overdue for a life force pool nerf. There’s a bug since mid 2013 that reduces all sources of damage in Shroud by 50%. Or in other words, necro’s life force is acutally double of whatever number is displayed on the lf bar.
A bug that should be fixed, obviously. So if that happened some extra healing wouldn’t really be that outrageous anymore.

Afaik, what is stated in the wiki is intended:
“While in Death Shroud, direct damage is halved, except when the hit depletes all of the life force.”

If by “intended” you mean Anet knows about it but fixing it has not been their highest priority for the past 3.5 years, then yeah… intended.

Also, it’s not just direct damage, it’s everything, even falling damage.
This bug was a byproduct of fixing another bug that caused necros to only have half hp in downstate. Presumably, the fact that Death Shroud used to be the necro’s downstate in some beta build of the game caused this fix to affect both.
People back then actually thought at first that necros suddenly had twice as much life force. Only a few months later Anet added actual number values to the life force bar which made it possible to test what’s going on. And as it turned out, overflow damage would substract the correct amount of life force from the lf pool, thus making a damage reduction more likely than having twice as much lf with a wrongly displayed number.

The fact remains, however, it’s a bug. It’s certainly not intended. Tolerated perhaps, after all it has become part of how necro is balanced.

Necs will never be allowed healing in shroud. Eles whille just heal them to full long before they shroud dissapears.

I really hate this argument.
Every time the subject healing through Shroud is brought up someone says something along the lines of: but what if they get healed… by allies?!?! Well, that’s the point!
Necros really need that support. They are the easiest targets in team fights, yet they are the only class that can’t be healed by allies half the time.
Also, people tend to hugely overestimate how much healing through Shroud would actually impact those fights. If a necro is fighting with decent support players they will usually wait for the right moment anyway, instead of pointlessly blowing all heals on Shroud. So the net gain in this case would mostly be a QoL buff for allies so they wouldn’t have to worry about wasting their heals.

Also if healing through shroud is such a problem then maybe they should nerf the healing of other classes?

Its like the blighters boon nerf. Necro got nerfed because ele’s produce so many boons. Like really?

Really impressed with the balance changes

in PvP

Posted by: Superhoops.8956

Superhoops.8956

I am actually in shock at how good those balance changes are for the game.

Well done anet.

We should all give them credit because this patch now does look epically awesome. I only play casually now, and only will in the future. But I am really impressed.

Well done.

And you gave us new stuff to play with. It is awesome. I have been more critical of the development of this game but I really think we shouldn’t just be critical for the sake of it. They have done a really good job with this patch. Let the hype ensue #welldonekarl

Duke henry/lordrosicky (on second account)

Why AR is the one and only problem.

in PvP

Posted by: Superhoops.8956

Superhoops.8956

Yes AR is the problem. Even if Anet know this, what concerns me is that their cure is usually insufficient. A good fix would be to nerf AR by making it activate elixr C on a 40 second cooldown when health reaches 50% health. A bad fix (which top players has said wouldn’t work) would be to lower the health threshold at which AR kicks in.

Decap engi is kind of unique as it transcends balance in this game. It simply ruins a whole game mode (solo q). In reality it also ruins solo/duo queuing in team queue as well. Which must be the vast majority of the players of guild wars 2. The build is frsutrating both on a combat level and on a strategic level. It warps the game and means that nobody really has any fun at all.

I have given up solo q and (more or less) duo/trio queueing team queue until this build is resolved somehow. It just isnt fun.

I agree with the suggestion to change the trait in general rather than reducing the health threshold.

Some suggestions:

1. Whenever you use a healskill, it’ll remove x conditions. (additional) x-sec cd.
2. Whenever you change your weapon-sets (kits), it’ll remove x conditions. x-sec cd.
3. Whenever you’re interrupting a enemy you’re going to convert x conditions into boons. x-sec cd.

There are actually so many ways to create a less broken and less passive way to get a more reliable condition removal. And you can balance it way better with internal cd of the condition removal as well as the amount of conditions which are going to be removed.

With such a change any usual engineer would be more viable in the current meta. If you’re running AR nowadays besides decap engineers it’s not that much of a help in teamfights. If you’re at 25% hp every thief or warrior is going to stomp you anyway.

Yeh thats the point. Lowering the threshold will achieve nothing whatsoever.

Engi is getting some really in depth new GM traits. In addition, any changes to automated response actually buff other engineer builds. So you actually achieve two things by changing AR.

Having said all this. Engi’s main counter is condi necro and that is being nerfed significantly in the next patch when they lose burning on crit (most of their damage).

Decap Engineer feedback

in PvP

Posted by: Superhoops.8956

Superhoops.8956

@OP

The reason why people (including me) are focusing on AR is because its a trait that is fundamental to the success of a decap engineer. You cant nerf cc on engineers for your will hurt a lot of builds.

I honestly wonder if you ever fought a decap engineer without AR. People seem to forget that every class uses conditions and the condition immunity prevents any class from applying them. For allot of power based classes there are conditions such as cripple and immobilize which are critical for hitting their targets consistently. AR prevents both power and condi builds to get a grip on the engineer when it drops below 25% hp.

From my point of view one could do great things with this trait. It could be changed in many ways to help engineers against conditions (which are their greatest weakness in all builds (except decap))

Yes exactly. I wish anet would listen to this. Even warrior/dps guard/ele/mesmer are massively hindered by AR. They can’t set up their burst (immob). They can’t stop the engi kiting (cripple). They cant put on conditions which enable them to do more damage (guardian). They cant put on damaging condis to help them pressure a target (ele, mesmer, warrior).

Where Does it Go From Here?

in PvP

Posted by: Superhoops.8956

Superhoops.8956

Well, we could wait and SEE what the patch really brings since they have yet to reveal everything before we start throwing poop?

Better have low expectations, so you don’t get badly dissapointed.

And they already told us there is no balance changes because they want to “see how the meta settles”. What a joke.

Where Does it Go From Here?

in PvP

Posted by: Superhoops.8956

Superhoops.8956

Yes this patch is very disapointing for me as a long term pvp player. I thought we would get some nice features like a new game mode. And I thought we would finally get a big balance patch. We got niether of these which really is disheartening. I don’t blame many of my friends for playing less and less as a result of this news. We thought surely a balance patch would come. What a shame.

Why AR is the one and only problem.

in PvP

Posted by: Superhoops.8956

Superhoops.8956

Yes AR is the problem. Even if Anet know this, what concerns me is that their cure is usually insufficient. A good fix would be to nerf AR by making it activate elixr C on a 40 second cooldown when health reaches 50% health. A bad fix (which top players has said wouldn’t work) would be to lower the health threshold at which AR kicks in.

Decap engi is kind of unique as it transcends balance in this game. It simply ruins a whole game mode (solo q). In reality it also ruins solo/duo queuing in team queue as well. Which must be the vast majority of the players of guild wars 2. The build is frsutrating both on a combat level and on a strategic level. It warps the game and means that nobody really has any fun at all.

I have given up solo q and (more or less) duo/trio queueing team queue until this build is resolved somehow. It just isnt fun.

The devs do a good job

in PvP

Posted by: Superhoops.8956

Superhoops.8956

Great post Henry, what a genius you are putting these ideas forward.

From current rank 1 solo q leaderboard

p.s. can I have your autograph?

So...no pvp changes this patch ?

in PvP

Posted by: Superhoops.8956

Superhoops.8956

Seriously, a handful of tiny shaves is called a Kneejerk change? pvp could use kneejerk changes, lots of them, just test them out on a public ptr beforehand.

I’m not hopefull for this ‘massive’ alteration in the ominous future tbh

This. The only kneejerk changes GW2 ever had was most of the elementalist nerfs (especially double RTL nerf + mistform healing) and the warrior buffs (healing signet + adrenal health) yet suddenly now they only want to shave? Frack that!

Exactly. As an elementalist, I feel absolutely betrayed by arena net. The proposed changes to elementalists are laughable and will not do anything to fix all the knee jerk nerfs that my class has suffered. AND, to top it all off, we have to wait another 2 months to get these sub par “buffs” which address nothing besides signet of restoration.(shouldn’t have been nerfed to begin with). Then, after those 2 months, it will be another period of waiting for meaningful changes!!

Screw this, done with pvp for a few months at least. I suggest everyone stop doing any form of ranked pvp (solo queue) to protest this nonsense. Maybe they will see a problem if the 1000 active pvpers stop doing pvp all together and decide to do a balance patch sometime before april…

“Betrayed” – lol – I mean stuff sucks but a little of an over reaction

I am rank 1: opinion on PvP

in PvP

Posted by: Superhoops.8956

Superhoops.8956

i heard soloq takes mucho skillo and its not totallo random is dat true-o?

Not alot of skill but neither does team q, or gw2 in general actually.

If it took skill one of the best builds wouldnt be a spirit ranger…

PvP "Hotfix" Patch?

in PvP

Posted by: Superhoops.8956

Superhoops.8956

Apparently anet simply isn’t capable of doing hotfixes.

It took what, more than 2 weeks before Dhuumfire was hotfixed? LOL.

Yeh but they did hotfix dhuumfire. Healing signet is 100x more OP and its been ages with no change except a nerf of 8% in 3 months time. Although that “nerf” will likely be offset to a buff to the active.

So...no pvp changes this patch ?

in PvP

Posted by: Superhoops.8956

Superhoops.8956

For 800 gems you can now clutter the screen more when you use a finisher!
http://www.youtube.com/watch?v=r3DPwhSO1N4

omg looooooooool

This is aimed at the spirit ranger market

So...no pvp changes this patch ?

in PvP

Posted by: Superhoops.8956

Superhoops.8956

The first ‘feature build’ as we’re calling it, won’t go live until the current Living World story arc wraps up. The next feature build will contain substantial PvP updates, the balance items we talked about on Friday, and hopefully even more things that we aren’t ready to talk about yet.

The scope of the balance changes going in is massive. Honestly, putting all of the changes we talked about on Friday straight into the game today would have been extremely kneejerk, and I’m sure many of you would agree that some of the changes needed additional eyes on them before they hit live. We want the time to go through the feedback and make adjustments, and we’re already doing that.

I’m sorry if we gave you the impression that there would be a balance update today – that was not our intent.

Ya that 8% nerf is massive.

I am rank 1: opinion on PvP

in PvP

Posted by: Superhoops.8956

Superhoops.8956

As current rank 1, I would like to say this thread is not a farce and the OP has my full support and confidence. The ideas he presents are amazing and he should be supported.

So...no pvp changes this patch ?

in PvP

Posted by: Superhoops.8956

Superhoops.8956

“When [Living World Season One] ends [on 4th March], we’re going to take a break for a little bit and then we’re going to do one really big feature patch that is more akin to what people see from some of our [MMO] competitors,” said Johanson, "where they bundle a lot of features together into a really big patch every now and then.

So according to this rumour, anet is delaying the release of any kind of important content to counter the release of TESO and Wildstar (aka the end of living story). If im not mistaken Grouch already confirmed that the balance is not coming until this feature patch.

So there won’t be profession balance, new amulets, new rewards nor changes to runes & sigils until this spring. Don’t expect any other worthy changes to PvP until then.

We’ll have to wait for the living story to end and then wait some more time because devs are going to take a break. I don’t think I can bear with another 2-3 months of total imbalance to be honest. This game’s meta has been broken since june “balance” patch.

That feature patch is late spring/early summer. So by May you might get a balance patch. lol

Karla Grey on Class Balance - In a Nutshell

in PvP

Posted by: Superhoops.8956

Superhoops.8956

Lol @ warrior!!!!!

When is the next Balance Patch

in PvP

Posted by: Superhoops.8956

Superhoops.8956

We still haven’t even gotten the balance preview notes yet.

The “preview” notes which are always just the actual notes but a month before they come out. This means they spend all month testing and making no changes to these notes? How concerning is this? Very.

When is the next Balance Patch

in PvP

Posted by: Superhoops.8956

Superhoops.8956

the dev’s need around a half year to finally implement such things, so relax

That 8% healing signet nerfs needs at least 3 months to sort out and test bro. Then when, SHOCK, it isnt enough then we need another 3 months to consider a further 2% shave.

Anet – if you shave it has to be often. If you take time to get balance changes right then that is FINE, BUT you then have to make bigger changes at once.

I am rank 1: opinion on PvP

in PvP

Posted by: Superhoops.8956

Superhoops.8956

Hi,

I am currently ranked no.1 (or was at the time of writing this OP) on the EU. I appreciate that the game is hard to balance for the developers because it is hard to distinguish useful feedback from meaningless QQ from people with less experience.

With that being said, let me tell you the OP/lame stuff at high level solo Q. Hopefully this feedback can be of use:

1, Elite ranger spirit – even at 320/second this heal will be too strong.

2, Ranger shortbow 1 – too high dps for an auto attack where there is no risk/reward to using it.

3, Warrior sustain – is too high. I know they need high sustain but with their immunities/lyssa then things aren’t good. Something needs to give.

4, Warrior longbow burst skill – its bugged so it clears 3 condis even when it hits nobody. This bug have a big effect on gameplay. Needs some creative design thinking to fix this. And maybe reduce the area of this skill which is too large to allow skillful counter play.

5, Lyysa runes – Obviously too strong, obviously didn’t design it to be used with 48 second elites. ICD needs to be over 70 seconds imo.

6, Thief evades – Still a problem I think.

7, Elementalist instant burst – need to somehow add some counter play to instant skill abilities with high damage. Not sure how to do this. Thats up to the devs, but it sucks.

For build diversity:

Guardian needs some mobility help deep into an offensive trait line to help roaming builds.

Necro needs a viable defensive line by fixing the minor traits in death magic.

Ranger needs some active condition removal (such a condi loss on pet swap low in a power line) and its shouts buffed to make it so emphatic bond isn’t required.

Warrior needs significant nerfs so other builds on other classes can have a chance to breath and exist.

Elementalist needs its RTL nerf reverted to just 20 seconds always cooldown, and should have slightly stronger sustain but reduced damage at certain times. Almost diamond skin should be reworked so it is useful always and never just brokenly lame (like lose 2 conditions when changing to earth)

Thief is fine except for some nerfs needed.

Mesmer should be in a good place after the vigor nerf.

Engineer needs its condi immunity removed/nerf to 90%, incendiary power made skill based, but improvements to the scaling of some of their attacks with power.

GL everyone, and thanks to the devs for a fun game which hopefully can keep improving and hopefully no more power creep

Obviously this is just solo Q as I don’t play in a consistent team ever.

As current (at time of writing) rank 1, I would like to just say I agree with this post 100% and anet should consider this when balancing this game.

Vigorous Recovery and Vigorous Renewal.

in PvP

Posted by: Superhoops.8956

Superhoops.8956

I would delete that thief trait which gives them 1/3 their dodge back after a dodge. It is broken and OP.

Legacy of Foefire Unplayable/Lag

in PvP

Posted by: Superhoops.8956

Superhoops.8956

At the start of every solo q match I get MASSIVE lag. As in I will not be in the game basically. I then try to relog. Often it works, I load back in but then the lag means nothing happens on my screen when I approach anyone fighting. Then eventually WITHOUT FAIL after about 5 minutes of the match I am able to load back in and have literally zero lag whatsoever.

So first 5 minutes = unplayable lag.
After that = no lag at all.

This means I usually am 300-100 or 200-0 down (on a good time) every solo q match before I get in. Then I have to try and come back from there.

And it cant be my net I know that for a fact.