4 Warriors, 3 Rangers, 3 Mesmers, 2 Engineers, 2 Guardians, and Necro, Thf, Ele
-Beastygate Beast Milk, OG BG Veteran Native
They should have nerfed it when they nerfed the on crit heals to have a cooldown.
I agree to an extent, but I don’t like the word “Nerf”. I think Ret just needs to be changed in its functionality. I wouldn’t mind it doing more damage if it has mechanics in place to keep it from rendering certain skills useless in the full duration of a fight (because of perma-ret)
Step 1: Open Options
Step 2: Uncheck “Melee Attack Assist”
Step 3: Walk through the thief when he pistol whips you.
Too hard? Buy 6 melandru runes and walk around doing whatever you want.
Pwhip thieves should never kill anyone unless they outnumber you. It’s a super troll pony cheese build with little to no utility. Easy counter.
You also forgot about engineer and ranger non-boon regens, even thief, oh and now mesmer.
Warrior Signet = 392Hps
Mesmer Signet = 326.6Hps (with 3 illusions) 113.3Hps (1 Illusion)
Thief = 100health Per an attack
Ele = 202Health Per a castAll base level. The Mesmer with THREE illusions out and ONLY works in combat is STILL lower than a Warrior. Signet of Healing is a joke and has needed to be nerfed for a while and everyone knows it.
Yes but warrior is in more direct combat, therefore the little bit higher regen is justified, especially with the amount of melee weapons most warriors use. Plus as a mesmer, you get to utilize stealth if you so choose, and prismatic understanding for even more regen. Experienced mesmers have no issue keeping up 3 illusions at all times. If you want a really easy time, try using Deceptive Evasion with perma vigor from crits….. doesn’t get any easier than that.
We’re not talking about heal procs, we are talking regens. With ele we were talking about soothing mist. And with thief I was talking about regen health in stealth (both are passive regens)
You must understand something. Warrior passive is part of your heal skill, unlike most other passive regens. So when hit with poison, it’s pretty much hard-countered and now you have no heals to get out of it if you get low, unlike the other classes. Warrior heal signet is for sustained presence, burst them fast and see what happens =)
All in all, well balanced. If you’re a sustain fighting another sustain…. expect to not be able to kill that person. If possible, bring poison in your toolbag. It is an amazing condition good for countering a very large number of professions and builds. I can even play a low damage bunker build on engi, and even though the warrior and I are both sustain builds, I will slowly bring his hp down because of the poison I apply and re-apply, and once he gets low like that, there is no option for him… he has no heal skill.
I really feel it’s just a l2p issue vs a warrior with healing signet. I have no issue with them, on multiple professions and builds. Warrior skills are so predictable, with long animations and often an easy counter.
snip
snip (wall of text too long with quotes :/)
blah blah blah. junk
Well since I’ve already done this a few times, and I am getting very tired of your silliness. I’ll give you a shorter reply this time. Maybe if I keep it simpler you’ll have an easier time with it.
Engineer can do the same exact amount of condi reduction as you posted. But with condi buffing food you can still apply conditions to them (still with decent durations I might add). You said 100% immunity, which it is not.
I never said it was swiftness outside of combat. In fact, several times I said it wasn’t. But why are you out of combat if you’re trying to kill a warrior? Sorry, but if he wen’t out of combat, you already lost the chase. He can teleport to a waypoint at any time he likes.
If you really want to be specific, you said best regen, not best passive regen. But the point still stands, to have the BEST regen in the game with warrior you must have regen banners, in addition to heal sig and adrenal health. Which a warrior running away with GS/Sword warhorn doesn’t have. I wasn’t saying they don’t have a lot of regen, you simply said the best regen, which was false. If you had said “Those warriors running away with banners have the best regen in the game” I would have agreed with you! You also forgot about engineer and ranger non-boon regens, even thief, oh and now mesmer. Are you fairly new to GW2?
You keep trying to change what you’ve said to make yourself sound better.
P.S. I enjoyed the humor points at the bottom It’s nice that you’re able to keep a sense of humor through all of this. I’d call it a debate, but that assumes your side is making any kind of point.
1. For chasing, yes. For running those don’t help any unless there happens to be a target on your screen far away.
2. How is that relevant? I said that thieves put their escapes on cooldown by using OTHER skills. If a thief uses cluster bomb twice and needs to run away immediately after, they can only use infiltrator’s arrow once. If a warrior uses hundred blades and bladetrail it has no effect on whirlwind attack or rush.
3. Being able to remove CC isn’t the same as being immune to it. Removing it requires you to burn a cooldown that could have removed some other condition later, being passively immune to it does not.
4. +25% movement speed isn’t swiftness. The runes and the signet don’t stack with each other. Swiftness on dodge grants 2 seconds. Swiftness on steal grants 10 on a 35s cd. Not even close to perma swiftness.
5. Healing signet is almost 400 hp/s without any points in healing power. Adrenal health is an additional 120/s. If they actually have the “regeneration” boon on top of that, (which is all you’re counting apparently) it’s even worse. A guardian traited for improved virtue of resolve passive has less regen than a warrior who slaps on a signet and does nothing else.Bonus point: Except warriors built for running have 100% immunity to immobilize, so that wouldn’t do anything.
PS: I’m an ele, not a thief. I’d rather see them un-nerf rtl, but I know that won’t happen. They can at least drop the double standard and nerf warriors’ mobility too, since they are STILL more mobile than thieves (and much more mobile than eles since the rtl nerf), and that was the justification used for nerfing rtl. It would be nice for my 10.8k base hp light armor class to at least be able to outrun the 18.4k base hp heavy armor class that comes close to passively regenerating hp faster than I can take it away. Or at least be able to cc them from time to time to try to create a gap instead of just granting them regen when I try to cc them..
Instead of picking out just the portions you want to read, try reading everything I posted.
1. You’re in WvW, there are targets everywhere, from a person, to an ambient, to a wall, to a gate, to a creature, a sentry, dolyak….. There’s always a target to step away to. I did this ALLLLLL the time when I played thief a lot.
2. Sounds like a thief wasting initiative to me. A warrior also can’t use rush over and over again. He has to wait for a cooldown, unlike a thief who can use the same skill over and over until initiative runs out.
3. Warrior is not passively immune to conditions as you seem to think. Dogged march is 33% reduction to cripple, chill, and immobilize only. You have to use a vital trait spot for movement skills remove immobilize, and berserker stance has a 60 second cooldown.
4. If you had read what I said “which is perma swiftness in combat, and close to perma outside of combat.” you would understand that 25% move speed IS swiftness IN combat. Here’s some knowledge for you, outside of combat, 33% move speed is max cap. In combat it’s 25%.
5. You said best regen in the game, not “better regen than a guardian” It’s not the best regen in the game. Make up your mind on the point you are trying to make here.
Bonus point: [AGAIN] 100% immunity to conditions is not possible on warrior. Berserker stance is the only way to have immunity.
As others have stated, warrior doesn’t have more mobility than a thief, just a faster cross-map speed, if using proper weapons (which these weapons suck for dueling). Thief still has the highest and most ridiculous amount of mobility and disengage. If you ever catch me with a greatsword in wvw, I guarantee you it’s just a green GS and I was just using it to get somewhere, not to fight you….
I won’t reply to your next post if you don’t at least read the things you’re quoting.
@renny
This isnt true,i have also a warrior and i can outrun with such a trolling build every thief!^ I suppose completely ignoring two posts and saying “quit complaining” is what passes for a replay nowadays?
People should educate themselves before they type. Warriors have been the fastest class since release, maintaining perma swiftness with only warhorn/elite signet. Throw in sword and gs as well as bulls charge. I implore you to try and catch a warrior that doesn’t want to be caught.
Traited Steal 1.5k range, Shadow Step 1.2k range, Infiltrator’s Signet 900 range, Infiltrator’s Strike 600 range, Infiltrator’s Arrow 900 range; spammable, Heartseeker 450 range; spammable. Besides Hearteeker, all of these can be used while rooted and cripple has no effect.
But pls, tell uneducated me how Thieves aren’t as mobile as Warriors. Before you type wall of text bs about how no one runs these, remember that GS/Sw/Wh is only made to fly across the map too.
1. Infiltrator’s signet, steal, and infiltrator’s strike all require a target. Infiltrator’s arrow and heartseeker effectively put the other on cd also, so you can’t count both. Which leaves them with Infiltrator’s arrow OR heartseeker + shadow step.
2 If the thief was actually fighting before running, they don’t have full initiative, so their total distance covered decreases. Warriors don’t put their escapes on cd by using attacks. Thieves do.
3. Thieves can’t trait/gear to be completely immune to immobilize, chill, and cripple. Warriors can.
4. Thieves have very limited access to swiftness, warriors can easily maintain perma-swiftness. Leaps aren’t the only part of mobility.
5. This thread is basically using the same logic the devs used to nerf ride the lightning, which is on arguably the squishiest class in the game. If a light armor, low hp profession being more mobile than thieves was broken, a heavy armor, high hp profession with the best regen in the game by far and complete immunity to slows being more mobile than thieves is significantly more broken, and a fix is long overdue. I understand the devs balance for spvp, but really?…
1. Infiltrators signet requires a target but doesn’t require it to be in range. It will still teleport you. Same with infiltrator’s strike. You have a target, the warrior you’re chasing. and steal can hit 1500 range if traited. Rush has 300 less range than that. You can spec for steal to have a shorter cooldown than rush too.
2. Warriors DO put their escapes on cooldowns by using them.
3. Withdrawal removes immobilize, chill, cripple. Roll for Initiative removes immobilize, chill, and cripple. Fleet of foot removes cripple from you on dodge. You can also use some of quite a few condi cleanses that you have access to. In addition to running condi reduce food.
4. As a thief you have Signet of shadows, which is perma swiftness in combat, and close to perma outside of combat. You can also use traveler or speed runes. In addition to that you can spec to have swiftness on dodge, steal swiftness, if you don’t want to run traveler or speed, there’s other runes that grant swiftness.
5. It’s not the best regen in the game unless he’s use banners. Which if a warrior is using banners, he’s not running with them…..
Oh yeah and if you’re pistol mainhand you can just break the game by spamming immobilize on targets.
Anet spent too much time polishing the warrior class while forgetting the rest.
IMO, there is no way a warrior should have the mobility to outrun a thief or a ranger for that matter. Realistically, they should remove all abilities from each of their weapons that allow them to skip along so to speak. Replace them something either damage reduction or increase.
Realistically thief shouldn’t be able to cross map fastest. If they already have high mobility in fights, they should have to sacrifice something (which they do, barely)
Super easy chase coupled with easy disengage for thief shouldn’t be a thing. If they were to remove the leaps from warriors as you suggest, then thief would need to also lose some of their teleports and rolls.
Thief is really the last profession that should complain about chasing down foes. If there’s one you can’t catch, good. There should really be MORE that you can’t catch. Thief has wayyyyy to easy of a time continually harassing people that are crossing map, and as soon as the thief gets countered they will disengage and come back once their cooldowns are back. It’s really quite silly.
This thread has really only served to prove further that thieves have become accustomed to an easy time. If they can’t catch 1 warrior, which is spec’d and geared to run away… they will complain. Without even really speccing or gearing in a special way… thief can catch 6 other classes, 7 including their own… but can’t catch one?… complain about it.
(edited by WhiteAndMilky.2514)
I play a warrior and even I think it’s ridiculous that the heaviest, highest HP class is also the most mobile.
This is the most sane answer. I know it’s just a game but a full plate should never outrun something as lightweighted as a thief. Bad design right there.
Something wearing a trench coat could never move as fast as a thief. Norn thieves should run really slow too. Everyone should play asura thief if they want to be fast. Bad design right there. Totes unrealistic.
Good thing we’re playing a fantasy game, which isn’t real, and has unicorns and magic.
It’s not like Guardians are anywhere near the top of the food chain at the moment, so I would like to see Guardians compensated in some way.
Um… what?
EDIT: I’ve been trolled. Haha good one. Got me!
Also perplexity got nerfed, so it takes more skill and proper timing to reapply confusion, as you believe it possible.
If you have an issue with confusion, that is for another thread. In this thread it has nothing to do with the topic under discussion.
Sorry dude, but i cant believe you, an engineer complain about guardian damage? lol… So funny, hope they nerf retaliation and give us that insane amount of conditions what engi has.
Learn to burst, learn to not spam autoattack, learn to use conditions, learn to NOT spamming fast autoattacks, if your flamethrower is a problem vs guardians because retaliation, DONT USE IT vs guardians, dont ask for a nerf for a already weak buff.
Retaliation is not just ok, is weak. More in this meta with insane burst and condispammers, there is no meta of low damage fast autoattack right now. Stop autoattacking with your flamethrower (or any similar effect) and you will be happy.
I wouldn’t classify myself as an engineer, and why would you label me as one? Simply because I would like to see ret re-structured doesn’t mean I’m an engineer. It also doesn’t mean I want guardians nerfed, I play guardian, 2 of them. It means I like a game with balance. I enjoy playing a healthy dose of every class. If anything, you should call me a warrior, since I have the most 80 warriors, most hours logged, highest WvW rank, and a legendary on that profession.
I will say again, many bursting skills ARE multi hit. So…. “Learn to burst”…. Learn to burst so I can do more ret damage to myself?
If you think ret is weak, then you really don’t know what you’re talking about. Or you might possibly be playing on a server, or vs other servers, that just don’t have the population for this knowledge to be apparent to you.
I did stop using flamethrower auto attack, I stopped using the weapon completely almost a year ago, because it’s useless vs any kind of semi-organized group in WvW.
Fact: Thieves have the best mobility
Fact: Warriors have the best land speed (Point A to Point B )
You cannot argue against those facts, because you are simply wrong.
You also need to understand that mobility and land speed are not the same thing.
Mobility:
- Shadowstep
- Dodge roll
- Stealth
- Flanking Strike (thief S/D)These are things that cause quick and erratic movement whenever you want, wherever you want. They also hamper enemy melee severely, also causes the player to lose focus on you. Thieves do this the best.
Thank you for putting it so well, I think most people will be able to understand now.
It also counters ranged attacks on multiple levels, but one is because the game over-compensates for thief movement skills, and sends your projectiles off into the middle of nowhere. For example, I can channel a killshot on a thief, and if he hearseekers at the right time, laterally, my shot will fly off no-where close to the thief.
Yeah but you’d think a warrior would have more stamina to move like that. Thief being more of a sprinter, with warrior running the marathon. So you get super high mobility thieves over short distances, much more than a warrior initially, but warrior faster on long distances. Seems fine to me.
i think thief should stay the most mobile class. it doesent make sense though that a heavy class outruns a thief. in lots of mmos the warriors are mobile in combat but cant bolt away like in gw2. i wouldnt complain about thieves though, because anet even stated that they want thieves to be the most mobile class and i think it should be a core mechanic of the thief.
Mobile doesn’t necessarily mean fastest. Thief is still the most mobile through dodges, teleports, rolls, etc. Warrior just has fast cross-map speed.
What you fail to realize is that they are pretty much useless in combat. So when they run from you, just smile… because you won. They lack the ability to kill you, often through gearing, spec, AND skill. There is a JQ guy that is quite literally spec’d and geared just to run away. He has been doing it for almost a year now, all he wants to do is fear people off cliffs, when it doesn’t work he runs away. Does he do anything for his server? Nope. So smile and enjoy your victory as they run in fear. Many like you to chase them too, don’t chase. Instead /point and /laugh at them. Sometimes their ego gets the better of them and they try to rage kill you, which they can’t. Then /dance on their body.
um. what?
Did you read the rest? Or just the first sentence? GS/sword warriors are terrible for dueling. You sacrifice a lot for that mobility.
(edited by WhiteAndMilky.2514)
What you fail to realize is that they are pretty much useless in combat. So when they run from you, just smile… because you won. They lack the ability to kill you, often through gearing, spec, AND skill. There is a JQ guy that is quite literally spec’d and geared just to run away. He has been doing it for almost a year now, all he wants to do is fear people off cliffs, when it doesn’t work he runs away. Does he do anything for his server? Nope. So smile and enjoy your victory as they run in fear. Many like you to chase them too, don’t chase. Instead /point and /laugh at them. Sometimes their ego gets the better of them and they will come back to try to rage kill you, which they can’t. Then /dance on their body.
(edited by WhiteAndMilky.2514)
Sure, nerf it. It’s not like it’s useful anyway. I will say this, though, as a guardian, I think it’s a bit weak that people want to nerf the only buff we can reliably spam.
You think any class should be able to reliably spam buffs? I don’t. I’d much prefer that people use their buffs a times when they are needed, as opposed to 100% uptime. It increases the skill level.
I normally don’t bother to discuss these kind of threads, but I see a lot of people voting to nerf retaliation. Being guardian from day one, I can say that retaliation is one of the few points we have in our advantage.
What you mean besides one of the best AoE stability classes in the game? Besides being one of the AoE condition cleansing classes in the game? Despite having the best survivability in the game?
To the couple of people that are complaining that Ret is the counter to AoE, that is a mechanic that should be removed anyway, particularly if you want to discourage blobbing (as many people including Anet want to do).
I’m pretty sure he was just making a troll post Joreis. If he has been playing guard since day 1 then he obviously knows about the massive utility that guardian offers outside of just retaliation. DPS guard is also pretty fantastic.
A good point, that ret promotes blobbing. Thanks for bringing it up!
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I never took anyone seriously in the threads. I always found it a good place for entertainment. I don’t think the issue was necessarily the negative posts, I think the issue was the overly aggressive moderators. Some of my most innocent and dopey jokes were removed and infracted. Let your community have some trash talk and aggressive banter, it’s just going to end up in some other subforum if this one is removed….. The problem won’t be solved.
Retaliation damage is very low, learn to not spam rapid attacks. Learn to burst.
If you have issue with retaliation what happen with confusion? that is op, if you cant clear the insane amount of stack some mesmer and engi put on you (and reapply them every time) you are pretty dead, every cast you lose almost 4 or 5k damage. That need a tweak, not 200/300 retaliation damage.
Ret damage isn’t low. Even base 200 to self adds up very quickly. Many burst attacks are often multi hit, so that throws your solution out the window.
Confusion is similar to retaliation in that it punishes you for doing something, but other than that they are very different. How you ask? I’ll tell you!
- Confusion can be cleansed using 1 skill, 1 proc of confusion on yourself.
- Confusion procs on rapid skill use, not rapid attacks, this is VERY different.
- Retaliation increases the more people you hit, confusion doesn’t do this.
- You can see when confusion is on you, therefore you can know when to avoid damaging yourself.
- It’s almost impossible to know which enemies in that zerg are going to have ret up.
- People can spec easily to have perma retaliation.
- You can wait out the duration of confusion to avoid damage
Also perplexity got nerfed, so it takes more skill and proper timing to reapply confusion, as you believe it possible.
If you have an issue with confusion, that is for another thread. In this thread it has nothing to do with the topic under discussion.
That’s assuming you land all 10 hits on the guy. Like I said, turn off the auto-attack feature and use the camera to aim the flame. I’m not saying this to deny that retaliation procs poorly on that skill, only to point out mitigation that works for me.
Yes, it’s assuming a LOT of things, it was just a fun practice to see how much ret damage could be obtained. When I played flamethrower a lot, I did exactly as you suggested. I play everything with auto target off, and I would also have no targets selected. Which brings up another issue. If the best way to use Flamethrower auto attack is to have no-one targeted, how can you see when they have ret
(edited by WhiteAndMilky.2514)
Just for fun I wanted to see how much maximum possible damage I could get via ret with a guardian. Maybe someone else can squeeze out a little bit more power somewhow.
Build – http://gw2skills.net/editor/?fUAQJAsOlUgCCXFCQUCp6BAAAe4liESiA-j0BBofBkgAI1sIas1WFRjVZDT9iIq2erIa1SBExYA-w (you will have to add in the stacks for might and bloodlust
Add in + 40 more power from infusions in weapons and armor (You can get power in every slot, it’s just expensive). Add 60 more for icy fish snack damage while under 50%. Add 50 power for 1 stack map bloodlust. = 4240 power
198.45 + (0.075 * 4240) = 516.45 retaliation damage per strike. Ouch!
If you use Tome of Wrath it goes above 5778 power (5928 power? Not sure how it scales off base or after-increase stats, could be more) and that would be….
198.45 + (0.075 * 5928) = 643.05 retaliation damage per strike
1 Flamethrower auto attack vs this guardian = 6430 damage to self lol
EDIT: Factored in bloodlust map buff. I forgot about Defense Against Guards and Guard Killer though =(
(edited by WhiteAndMilky.2514)
Retal can hit for very close to 450 damage.
450 is 67% of ~680.
198.45 + (0.075 * Power) = 680
Power = 6426
Does this seem reasonable to you?
If your math was correct I would say no, but you’re wrong. So let me help you.
I currently have 2245 power with 1 map bloodlust stack and 100 power trait line and 25 power from my runes.
I have no additional minor or major traits that add power.
Add 74 from stones for toughness
Add 58 from stones for vitality
Add 875 from 25 stacks of might
Add 100 from food
Add 250 from sigil of bloodlust
= 3502 Total Power
Retaliation formula: 198.45 + (0.075 * Power)
198.45 + (0.075 * 3353) = 468.6 Retaliation Damage Per Strike
Ooh, look how close that is to 450. All my damage number estimates were between 200 and 450 per strike. 200 being very close to the base damage, and 450 being very close to the highest damage obtainable damage.
Oh yeah and I didn’t factor ascended armor into this, you can do that if you like. And add another +200 for full power line if you really want to see maximum damage. Some of my gear isn’t even main stat power.
(edited by WhiteAndMilky.2514)
It’s hilarious if you try to dodge out of FT #1. You move but the flame remains.
You can also weapon swap out of a FT1 and it will continue to cast the auto attack.
NOOOO ranger finally has a purpose in WvW! If this is true leave it so rangers can do something! =P
No thanks. Don’t need more bad AI. Never liked AI followers anyways, I think they dull down the game.
I like that my footfalls and aura are subtle. I don’t want them made more obvious. I play wvw and I don’t want to be focused, I just want to make pew pew sounds.
I use predator on my warrior, and I get no extra special effects like engi. I would love it if killshot would send out a beam of light at the end or something. Rifle butt could do some kind of small explosion, I dunno.
Best idea ever. ever. ever. ever. +1
Nope. These threads have been done to death. No capes. No Mounts. Ever.
Thank god.
Using Flame Thrower against a guardian with retal is like me popping shouts inside a Well of Corruption.
Stupid, and should be punished.
Furthermore, the fact that you believe retal can hit for 450 makes you look ignorant.
Grenade engi is already one of the best counters to a Guardian. Do you really want to remove the only drawback?
Why aren’t you listing any Guardian skills? Like Smite? Or Whirling Wrath? Maybe you just want to get Guardian nerfed?
Rapid hit skills should be counterable. But perma ret should not exist. Also, I shouldn’t be punished for an auto attack skill so heavily. It’s not like it’s the #5 skill on a 30 second cooldown, this is 10 strikes every 2 seconds from an auto attack….
Retal can hit for very close to 450 damage.
We’re not talking about 1v1’s. Ret can be balanced such that it does EXACTLY what it is doing currently in small combat, but in large combat would have its blowback reduced.
I didn’t list any guardian ones because I was at work when I wrote it. There are plenty of others that aren’t listed there. Meteor shower, lava font, dagger storm, etc.
Please don’t bring your ego next time, it’s just a discussion.
I have 16 level 80’s, Guardian is far from my most played profession and I’m telling you it’s not OP. See, I actually have some basis for that statement, since I know exactly what it’s like not only playing against, but also with retaliation.
I have 17 =D
My second lvl 80 was a boon based perma ret/prot/regen spec guardian. I know things too =)
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Downed system isn’t the issue. The way in which people are allowed to rally from downed state is the issue.
Not sure I would bother playing anymore if they removed down state completely. But you should have to do more in order to rally.
Added diminishing returns as a solution.
When people say “If you’re good” or “If you’re skilled” they mean that you know how to avoid an enemy skill or a giant obvious red circle. I don’t know how that really relates to skill, seems more like common sense and a very basic reaction speed.
Character collision.
even if you ignore the massive performance issues this would bring, the griefing possible with body blocking would render the game completely unplayable.
It’s just a joke. Wouldn’t be much fun when tanky characters start blocking teammates from getting into towers/keeps
I thought the OP was a well crafted troll post at first!
It could be interesting if they allowed ele weapon swap with a penalty to it (like only being able to use 2 attunements instead of 4)
Necro can swap weapons already. Maybe you meant engineer.
/sit
/sleep
problem solved!
I hope that chairs is the very last item on Arenenets priority list. There are so many other things they need to address before sitting on a couch.
Water combat has so much potential in this game. The base mechanics are very fluid, like swimming around, up down, attacking, etc.
What is lacking:
- choice of weapons, some classes only have 1 choice.
- can’t make a trait spec for underwater. My utilities and weapons swap to a different set, but not my traits? Why not?
- utilities and elites that SHOULD work underwater are disabled simply because Anet didn’t want to waste time making them function. Example: I can use all turrets for engi underwater except healing turret, why?
- has had no balancing patches.
- you’re stuck with whatever stats your land armor, weapons, and trinkets have.
People say all zerker for dungeons because pve is so easy-mode in GW2 that if you’re not wearing zerker, you’re wasting the rest of your parties time. There’s a few exceptions, but not many unfortunately. Maybe if they made PvE more difficult one day, people would stop requiring it.
Character collision. Talk about a good way to disincentivise zerging!
..so you can exploit town clothes again? no ty
Phew! Good thing we already addressed that!… In the original post… if you had read it.
If there is an issue with a few gimmicky toys and tonics, fix them! The #2 skill on executioners axe doesn’t even work well in costume brawl, which is what it was designed for. So if it doesn’t work in costume brawl, and it’s an exploit in WvW, then FIX THE SKILL PLEASE. It’s an exploit in PvE as well, so town clothes should just be disabled everywhere and removed from the game if we’re not going to fix a little problem like 1 or 2 skills and tonics.
If you took away the rewards how would those of us who only wvw ever get ascended gear? There are enough problems getting dragonite ore as it is.
Make everything available from vendor with badges. Adjust badges gain (Up)
I think it’s silly that we can’t get ascended weapons and armor from badges. They can make it cost a LOT of badges, that’s fine with me. But give us the option. It’s really difficult for me as a wvw player, playing multiple characters, to even think about how much ascended gear is going to cost me. I don’t have a stockpile of badges either, I use supply traps like crazy, about 100-150 badges worth a day.
Still wishing something will happen about this. Down-times in WvW are awful boring now.
cleansing outside of traited elixirs sucks. Transmute was all we really had, and they nerfed it into the ground.
Flamethrower and nades vs retaliation is unbalanced in WvW play.
Unfortunately the second part of your idea would create even more problems, because random noobs would que upgrades that we don’t need at really bad times. It already happens a lot as is. But now you’d have people RACING to upgrade something.
Suggestion 1: Simply change it to reflect a % of the damage back to the attacker as opposed to a specific amount each hit.
Suggestion 2: When struck and retaliation returns damage, it consumes the boon so it can only proc once. Let it stack in some fashion and deal more damage depending on the number of stacks it has. Change confusion to do this too so it will trigger once.
Yeah I have #1 already in the OP. #2 is an interesting idea
Added the most obvious of balance changes, I had omitted it on accident.
I actually made a recent topic in-line with this. My love and hate relationship with flamethrower (because of ret) was one of the main reasons I made this thread:
https://forum-en.gw2archive.eu/forum/wuv/wuv/Let-s-tweak-Retaliation-mechanics/first#post3383587
Anyone that has used a flamethrower in WvW knows what I’m talking about. Flamethrower will take as much damage as it dishes out against someone with retaliation as its many small damage fast strikes.
Takes much MORE damage than it dishes out.
I think a bleed effect is fitting for a weapon that shoots out many small pieces of metal.
Yes but its the same for the others.
I think a blind effect is fitting for a weapon that shoots out many small pieces of metal.
I think a weakness effect is fitting for a weapon that shoots out many small pieces of metal.
I think a vulnerability effect is fitting for a weapon that shoots out many small pieces of metal.
Heck even cripple makes sense. So if these are ALL fitting, you come to the question of which is most fitting for a power weapon? Well any of them except bleed!
Hand-cannon or a shoulder mounted cannon kit. 2handed and 1 handed crossbows. 1handed would be for power builds since there are no mainhand power weps for engi. Hammer and 1h hammer too of course.
Here’s some visual stimulation:
Am I the only one who finds it annoying that a power weapon does bleed damage? Why can’t blunderbuss do something other than BLEED. How about blundbuss blinds my enemy, or weakens them? Or causes vuln? Those all make more sense for the type of weapon.
Why would it be a melee kit when we can use it for shuriken
Thats not what I was referring to. you are going by Literal name.
i was referring to this from Gears of War, http://www.xboxist.com/xbox-360/images/2008/11/gow-amazon-lancer.jpg
But without being a gun. More of a giant ChainSaw like 2hander melee kit.
Link broken.
I still think Engineers should have shurikens.
Something like this
http://2.bp.blogspot.com/-AvP_CXDCXIo/TthrummV2eI/AAAAAAAALbQ/MGokDDGgoR4/s1600/dsfdsf.JPGOh that would be so fun! Maybe as the toolbelt skill for this you throw out a saw blade similar to throw wrench. Does bleed damage, or cripple, or TORMENT.
How about if the saw was something more like these rotating rescue saws that firefighters use? It would stop the crying from people using the ugly greatsaw skin (even though engi can’t use greatsword or sword anyways, so it’s a silly argument)
Something like that. I had this in mind,
But I dont have a huge art team like Anet does, so I can expect them to pull something like this off with better art style designs.It has a saw blade at the end, but with spiky chain and a handle on the other end for two hander swing animation to be copied over from other two hander melee weapons.
That would be great!
I believe he was talking about revealed CD. If you have an offhand dagger you can re-stealth every 4 seconds after revealed, if you don’t blow your initiative on something else.
What auto blocks are you talking about?
The problem with redesigning a class around a limited amount of weapon options is that it shoe horns the class into that option.
Yes, I was referring to aegis. It creates the same issue the OP has against thieves. Sloppy play that isn’t based on skill. The OP’s suggestion only takes away the main advantage of low health, med armor class and gives it to a heavy armor high healing class.
Thankfully these changes wouldn’t penalize people who don’t run stealth spamming builds. You would still have the same required skill level regardless of what weapons you chose to use.
A thief should not have an issue vs a guardian and aegis, if they were able to bait out the aegis’s early, as they are on long cooldowns. Guardian has 1 to start, that’s something easy to remove, then you can expect 1 more as he activates the virtue, and then no aegis for quite a while. Plenty of time there, and a thief needs very little time.
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