(edited by nsleep.7839)
I agree with some of your points, but some of the complaints is more about the gap on how the content was designed to be played and how it is actually played.
Urban – Agreed on the fact that as the beginning area as currently is shouldn’t be the first experience ever of new people in fractals. For later levels, I really dislike the damage the Warriors do, their Rush ability hit for like 20k and their autos for almost 10k for example and it isn’t every time you can read the telegraphs or cc every single one of them.
Underground Facility – No need to rework the beginning, it’s more an issue of how people decided to do it, if everyone took 30 seconds to clear the areas around the buttons before stepping on them most of these problems would never exist in the first place, but people want to rush the content so it’s their own problem. My only complaint about this one is that the scale 68 should have the instabilities changed as Flux Bomb plus Last Laugh makes this part kittened to play.
Aquatic Ruins – To be honest, they should just remove this until they rework underwater combat.
Aetherblade – What’s wrong with the last fight? I don’t think this one needs any kind of rework at the moment.
Solid Ocean – Agreed 100%. The beginning might as well not exist. The last boss has this annoying waiting part where you stay around doing nothing while waiting for the boss to throw out some crystal dudes every one billion seconds between each that get bopped in two seconds before continuing.
Mai Trin – The barrage phase is too long as is, any bad player will go down within the first 20 seconds, better players are just bored to death. The boss itself, maybe Mai Trin should get some actual mechanics, the fight currently can be done very easily by stacking on her and outhealing the damage with a single Druid as long as people keep Social Awkwardness in mind.
Molten Boss – Pretty sure the cutscene could be removed but maybe they don’t do it because people would farm it even more…
Uncategorized – Old Tom has the same problem as Mai Trin, you can just stack and dps while a healer outheals every single mechanic and attack. The last boss is basically veterans that die in three seconds while some asura dude attempt to delete people randomly.
Except Trailblazer is kind of meta in WvW. So no, it’s not just decorations of questionable usability.
Cheaper crafting through fractals.
There’s no problem with Lilies being expensive. It’s because they are rare and they are useful. The game needs items like this which make you feel lucky when you get one dropped. We already have dozens upon dozens of irrelevant drops that are completely interchangeable.
They are anything but useful. Considering decorations are of questionable usability, they are just noob bait to craft stuff people could get cheaper using alternative ways.
its fine jsut buy the gemstore stuff they dye better (and more dye channels)
And cheaper if you consider converting gold to gems vs gold to craft legendary stuff.
I find it kind of hard to sympathize with you. You want to get 10 mins before meta and organize it? Good luck. The map is supposed to be played on a 2h cycle. Go in a fresh map after reset, tag up and open LFG. By the time meta comes you’ll have enough people for the meta and they won’t leave, I guarantee it. Because it’s what I do and it works every time.
No. I got there 20 minutes before, tagged after trying to join the other map for a while. And no, I’m not willing to treat this map like a DS where you have to spend a whole hour doing crappy events with crappy rewards to matbe get something nice at the end. The reward structure os kitten and there is no point in doing the outposts if you’re not going for the Provisioner Tokens.
Even worse if you’re suggesting idling around for a whole hour before,
I’m just asking for people who are in a map that cannot fill any longer to just gte out from LFG so other maps can have a shot at getting enough people.
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So… after failing the meta event today I got really salt because the main cause of the failure on the map I was allocated into by the megaserver is that we had a ton of commanders from one other IP still advertising on LFG so people naturally tried to get into that instead of trying to hop into the newer and emptier map that could’ve succeeded. There were more than 10 people per squad in the other map trying to get in there instead of trying to get into the IP I put my tag up advertising in hope to pull people in ~12 minutes before the event start, so…
Since we cannot fight the system and ANet apparently won’t do anything about it, if you’re commanding on a full map, please remove your squad from LFG so other maps can have a freaking chance.
This was changed, it’s in the wiki page that you can complete the successful version twice and get credit for the achievement and it worked fine when I was going thorugh the collection.
I found tier 2 and 3 difficult, but now I’m on t4 I realise the fractals weren’t difficult, the people I was playing with made it difficult. I actually find t4 easier than t3 purely because most people in t4 know what they are doing.
Fractals are easy when; the group is dps min/maxed, using food and potions, has a sensible comp, knows the mechanics, and, keeps breakbars broken.
When you are dps min/maxed you can breakbar and push most bosses into their next phase with one good dps rotation.
For example trying to kill the slime in the reactor is an absolute joke when your team isn’t dps min/maxed, when you are however you can one shot him before he has a chance heal.
When I join a group I’ll aim to join one that already has a few players in it preferably being something like mesmer, druid, warrior, x ele’s. Fractals are also a lot easier with perma quickness, alacrity, boons for days, power/precision buffs, and 40k dps from 2x ele’s with heals.
I try to avoid any comp with a theif or necro purely because they offer little to zero support compared to any other class.
Exactly. It’s rare to find groups like this om lfg though, many are still stuck on 4 necros 1 druid meta that takes an eternity to clear the 3 dailies and are complete garbage on 100 CM.
But playing with the right comp feels good, doing things smoothly and fast just feels right.
You’re still focusing on DPS, which is beside the point. The point being, you will likely have the required dps anyway. Mechanics are much, much more important. Mechanics are why people fail at raids. Yet I’ve never seen anyone obsessing about mechanics the way everyone is obsessed by dps.
People don’t fail only at mechanics, you’re mostly right, the priority order would be something like: Mechanics (don’t kill your team) > Survivability (don’t kill yourself) > DPS (kill it before it kills us)
The first two are what most training runs aim to teach and should be mastered first, after being comfortable at both is when it comes executing your damage.
But the thing is that the first two can’t be exactly quantified (ha!) but are expected from the players coming in an experienced group and most of the time people wnat to skip some mechanics and for that usually dps is the main requirement, more dps at VG means less greens (be it distorting them or not), no updraft Gors is easier, more dps on Sab means less cannons to deal with and mobs cleaved faster and so on. While it shouldn’t be the foremost concern, the other two are expected as the basics and dps does makes things easier than just tickling the boss slowly to death while dealing with the mechanics and damage for longer.
Excellent advise given for the dredge fractal but also don’t forget they are immune to blind so save sandstorm and other blinds for other fractals.
Not sure if it was Molten Furnace or Underground Facility, but the dredge in one of those can be blinded now after one of the fractal rework patches.
1 – I don’t really care. Before the Meteor Shower nerfs I could get really absurd damage compared to other builds when playing Tempest even while committing some significant mistakes in my rotation just because of how OP the skills was. I don’t really expect the classes to be really balanced and I don’t really care about the benchmark values as long as people are playing their stuff properly the damage is more than enough to clear every PvE content with plenty of leeway.
2 – Execution difficulty is a non-factor in balance philosophy in my opinion. I still play power Tempest because it’s fun and nailing the rotation feels good.
3 – In a party that will mainly create fire fields, a Tempest can keep 25 Might on his group while dealing respectable dps, if there is another scepter Tempest in the sub-squad it becomes even easier.
In the case of the healers it’s a trade-off already, the Tempest can heal from range and constantly heal more over time compared to Druid burst healing, people take Druid for the buffs because good parties shouldn’t be needing constant healiing from range and the damage boost is great, if an encounter is designed in a way that players are forced to spread and ranged healing is needed suddenly the Elementalist and the Revenant become more relevant like both became the go-to kiter on Deimos.
I legit don’t know what to do with the Chrono without making something even more broken…
4 – Yes, the encounters should promote more strategical variety that could highlight some niche builds, I’m not a fan of forced re-gearing, but forcing at least major traitline and gameplay style changes would be interesting.
Playing with others is my favorite thing in MMOs, even when with strangers, sometimes it’s fristrating but it’s always worth at the same time.
Raids are as hard as the weakest player in the team.
Different from fractals where you can take a long time to down bosses, and people can be revived, or mechanics can kind of be ignored by someone in the group without major consequences. If someone fails to do these in a raid setting it’s likely the group will wipe.
The main thing on raids is that some mechanics must be dealt with in some way (be it executing them or distorting/dps’ing through) and the people assigned to that, be it by being nominated by the group or the mechanically being randomly assigned to them by the game itself, must execute the mechanic to avoid severe damage of some fashion to the whole group.
If a single player fails most of the times what happens is that things can snowball out of control it the group isn’t experienced enough to know how to deal with those scenarios, but the fault ultimately lies with the player that failed the mechanics in the first place.
As I said, personal experience, since I function better in a structured environment like raids rather than a random environment like fractals. Other people will have other experiences. You’ll find me more often in the Aerodome than the Observatory
The moment I stopped pugging fractals they became so easy they aren’t even that fun to play anymore. Fractals can be controlled to an extent that most players who only pug apparently have no idea that can be reached.
Maybe you’re not aware, but the raiding community is really small compared to the other areas of the game. And the average raider skill is usually significantly higher than the people who don’t raid, specially among the ones who can run full clears weekly.
Just because so,e are the top 1% or maybe even 0.01% can do some impressive stuff it doesn’t mean the game isn’t balanced expecting a certain threshold of performance as most of that stuff is more from running very specific builds and amazing gameplay outside of how much dps people can squeeze. Thing is, these things impact performance so much in this game that you can tell a good Ranger apart from an average one even if they are getting similar dps numbers, you know, stuff like not stepping on oils or throwing bombs properly…
About the balancing of elementalist and complexity of rotations:
Because the game isn’t only raids. All that matters isn’t reduced to how much damage you can do to semi-stationery targets. And even if that was the case, the Tempest brings utility through skills or traits that actually contributes to fights with minimal to small dps loss.
Factoring damage output only is a mistake because there are things that the Elementalist, or Guardians, or Necros, can accomplish much easier, there places their value at different tiers for different types of encounters, specially outside raids.
And complexity of play shouln’t be the part in balance dictating that the harder class to play sould be the best, balance doesn’t work like this, because if you’re considering the highest skilled possible players with very rare mistakes this would create the same issue in terms of balance. The game should be balanced with that in mind, not around some players with god complex that dread that one class can get to the level of the one they mastered in one aspect of the game with less effort,
And regardless of what is top tier people will play it and everyone will kitten about class x dominating because qT said so.
It is and I know, for I play both.
Both what? There are 9 classes in the game, not two, you know.
Seriously, just look up the lazy versions of rotations for power engi and staff thief, for example. PS (both power and condi) have it easy as well (with condi having really respectable damage on top of important partywide buffs). Scepter/torch guardians are relatively easy as well. And I’m not even going to comment on condi mesmers…
Basically only eles and condi engi are left with complicated rotations now, without having the sufficiently good lower-effort ones.
Basically, for parity, you wouldn’t want to nerf rangers. You’d want to buff the condi necros (the scepter ones, not the gs kind, that build is a gimmick not really applicable to 99% of groups due to problems with condi fields) and make the ele rotations easier.
I main ele. And I don’t want my rotations easier, there are enough classes for that, including the ranger. One of the reasons I still prefer to play my ele is the way it plays and the rotations involved. I want, however, to have proper reward for harder rotations.
Please don’t. Difficulty of execution should be a non-factor when it comes to balancing raw numbers, Elementalist is already rewarded through having better flexibility, support and cleave potential when playing a dps role.
Hype is a double edged sword… too much of it and you raise player expectations beyond what is humanly possible to satisfy. HoT hype was so huge people were expecting 25+ maps with 100+ hours of story content and dozens upon dozens of new armor skins to collect.
I can already see the same thing happening for Expac2… People look at the leak and automatically assume that because a single screenshot shows the name of one town in the desert that we will automatically get ALL OF ELONA. Those people are going to be very very salty when their expectations are not met.
That’s why they need to release update info on what they’re working on, what is completed, what is close to completion, what might be planned in the mid and long run.
If they don’t try to hide everything behind curtains they might generate enough buzz, but also not lying to the costumers is important. We have a LW episode soon, but we don’t know jack about it except that it’s on the making, there is nothing to speculate on, to talk about, or to even look forward to other than the vague “another map that we will leave as soon as we get the achieves and a bit of story.” Even if they don’t want to spoil the story they could be giving info about other stuff like skins, fractal changes, balance plans…
As for the lack of hype due to the fact that we do not have constant release of new stuff, I don’t really agree with this sort of feedback. I mean, we are just getting off a period of time of four consecutive festival updates. We all know that the team in charge of these current events are also in charge in reviving these festivals. Before there was no festivals, we did get a good chunck of regular updates in the world that worked off as premises for the next release of living story update or closure to said updates like the event chain that lead off to ember bay with the primordius weapon collection, the rifts in core tyria (that came after first episode if I recall correctly), the champion bandits before the reveal of episode (please correct me if I am wrong). And even with these festivals they did find a way to add the caladbolg quest after the dragons ball luck events and before lake Doric. Now that they are no upcoming festivals to look for in the near future I am pretty sure they will go back to releasing these events and if they don’t then I would agree that the game really lacks some hype.
The current events with the bandits were mostly added with the big pactches before the living world season started.
And about the festivals, aren’t those just recycled content? I mean, I see no reason at all for me to do SAB this year just for a recolor skin… Chinese New Year was mostly recycled, so was Wintersday and Shadow of the Mad King. Doing these at the moment shouldn’t be taking much effort from the company.
I don’t think the issue is the lack of communication or lack of hype. This game, with its current content release schedule, is just not working.
Big patches every three months isn’t working, they need to spread the content a bit, like, last big patch we got Caladbolg quest line, Bastion of the Penitent, the fourth episode of the LW3 and everything that came with it, and some fractal changes.
That’s it, they released it all in one big package, people are done with most of that now and now we’re waiting for the next release because there’s nothing fresh or different to do for a few weeks now. I literally only login to do Fractals because I happen to need relics at the moment and raids at reset and maybe when people I know call me to fill a group.
They could’ve spread it by releasing all that with an interval of a few weeks between each other instead of a big package, it would give a better illusion of constant improvement and frequent releases.
They could work on small scale temporary events with stuff that already is in the game. I don’t know, do a weekend Keg Brawl Cup, small quests that can be done weekly to get an item worth 5g or unique guild decorations, or some kitten like this. I would participate in that just to do something different.
I feel this is what this game needs: constant smaller updates, not big updates with a large interval between each other with content that people will burn through in two weeks and people returning to farming right after getting tired of it. It would give something to talk about for a while and that small anticipation every little while knowing that something new might come any moment.
Do you mean latency, graphical or network? Or the after-cast some skills have like the Meteor Shower on Elementalist that you can cancel the animation using certain skills to maximize damage?
You say ranger is easy to play, try some D/Wh Tempest, now that’s some incredible damage for pressing 8 buttons in a very repetitive pattern. Or Power Engi….
I like only three glasses with some Might bread and Quickness cheese, sometimes having a “healer” buffbot that also deals tons of condition damage isn’t bad too.
Another big “kitten you” for the people who were enjoying playing the game and getting rewards, having fun is forbidden you must do mind numbing grinds to get anything, spend tons of time in convoluted menus crafting stuff and take months because of all time gates. Way to go devs! Keep up the good job! The Trading Post is the top priority!
Well, as for crafting, yes, it is a costy hobby, but also fruitful. However, it is indeed not beginner-friendly (as we say in German), because it seems very chaotic: the UI is bloated and the functionality of unlocking recipes not made clear at all, so only practice, online guides and trial & error can help you grasping the “logic” behind it.
But in spite of its shortscomings it is worth looking into and learning all about it.
It’s not about itbeing fruitful or not, it’s not even immersive or interesting, stuff like the time it took to make 4500 elder wood logs into planks and those into staff heads and shafts and those into basic staffs for the legendary collections were one of the stupidiest time sinks I’ve seen in this game.
First, it’s too convoluted and requires a tonkitten of mouse presses starting by the amount of clicks just to buy this kitten from the TP.
Second, I literally spent most of the time alt+tab’ed coming back now and then to move the charactr to avoid being disconnected while I was doing something else.
There is no queueing, materials are a mess to find around, menus are terrible, and there is no away/offline mode like in many other games that require long crafts time and no way to make the whole thing go quicker either.
And now ANet is trying to shove these amazing experiences down every player’s that want to have BiS gear throath for no reason other than “because we can” instead of just adjusting costs.
Meta in GW2 isn’t always the most effective. Sometimes its simply the highest dps. Which is sad for a classes like necro, rev, and engi.
Agreed. The pure meta builds thrown together in a party isn’t always the most effective, it depends on the encounter, classes available, their possible synergies and how they can take advantage of the situation. Many times this will include getting away a bit from the traits and utilities suggested by the builds considered meta so the party can achieve higher performance in a specific task.
How about no, like most of your other ideas? The game is balanced around the current values and overhauling anything to shape up a different system is more complex than making simple value changes to a single aspect of the game.
Just to give you a better idea (and illustrate my earlier point):
rev – just reroll. Nobody wants your, even your own guild :/
Revenant, before the changes that put this class out of meta, was considered to be one of the “guaranteed spots”. And the changes that removed it from this spot were not even aimed at PvE group content – they were caused by some WvW problems.
So, no class is really secure.
Actually, I think the reduction of effect of Facet of Nature was one that WAS aimed at raids. They wanted to make it harder to get permanent alacrity and quickness off one chronomancer, in order to make chronomancers less essential to raiding.
So they nerfed Facet of Nature to reduce the uptime… and the general response (and predictable if you think about it) was “fine, we’ll replace the rev with a second chrono and keep uptime high that way.”
Chronos could reach 100% boon duration even before the facet nerf, so it has nothing to do with that. Also Alacrity is not affected in any way by the facet.
Exactly, nerfing the facet was also because of WvW, and because of what also happened with the SoI (because of WvW too) bringing two Chronos geared for 100% boon duration became a much better option than bringing a Rev because it would reach similar results while bringing perma alacrity to compensate.
Another big “kitten you” for the people who were enjoying playing the game and getting rewards, having fun is forbidden you must do mind numbing grinds to get anything, spend tons of time in convoluted menus crafting stuff and take months because of all time gates. Way to go devs! Keep up the good job! The Trading Post is the top priority!
“Should zerk gear be used by casual players?”
No. Go to Dragon’s Stand, the amount of people who get downed in one hit is too kitten high. Squishy people die and do nothing useful, they wait for revive and scale events up. People laugh at me for wearing Knight-Cavalier gear on my Necro but in the end, I deal more damage than dead people. Thanks to my unique invincible Necro build, I literally don’t even get downed in PvE. We would actually finish meta events faster if people stopped dying.
They get down because they don’t pay attention. One of the primary reasons being the snipers’ line attack thing that people just stand in. Defensive gear isn’t going to help that.
http://puu.sh/u2VuP/0973f486e4.jpg Defensive gear isn’t going to stop anything. Maybe I would live some additional hits by trash mobs but these aren’t a threat to Zerker gear anyways.
I usually go down there because I try to go melee while everyone is camping their LB pressing one while I’m surrounded by dumb bears and maybe one or two other players.
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I was trying the Mesmer rotation and I noticed that unlike the other Wells, you cannot queue the next one during the cast of Well of Recall, prompting a command during the cast unlike all other Wells will cancel it putting it on the short cooldown that happens when you interrupt a cast.
Like, if you want to do Well of Action > SoI > Well of Recall > Well of Eternity you must wait the Well of Recall cast to end before inputing the Well of Eternity input or it will just be skipped. But if you reverse the last two Eternity isn’t canceled, or Action into Recall for example, which have closer cast times.
Edit: Actually, I tested a bit more, it only happens when going from any Well to Well of Eternity
Is this really supposed to be working like this or just an oversight?
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Even stalling for time is useless with these options, the best option is to stealth, jump down and throw a disabler.
Walls favor the attackers in a odd way, they are just something that is there to delay the ground battle for a while. LoS requirements also makes siege aiming siege from safer spots weird, but this doesn’t make these spots really safe in any way.
Notice players in-game next time. Thanks.
There is no such thing as autogliding, you’re either double tapping or holding the key when jumping.
Holding the key longer won’t make your character jump higher just like tapping it lightly won’t make the jumps smaller.
And this is why you don’t gate items for collections behind group content like that.
The irony is that most of the other items of the same collection are also group content, the difference is that in this one you cannot complete with a bunch of people semi AFK auto-attacking and succeed.
The boss is really free if the bar is consistently broken.
I don’t understand,
If it was the same wouldn’t it be 6-4-2?
5-4-3 seems to keep the winner and the loser of a skirmish in competition?
No, 5/4/3 is like 3/2/1 with a free +2 each round. in the end all these +2 only inflate the scores making the difference seem smaller because the numbers are larger.
Lets do some math!
3 is 3x larger than 1.
This means that the winner gains a score 300% of the loser in 3-2-1.
5 is 1.66x larger than 3.
This means that the winner gains a score 166% of the loser in 5-4-3.
This matters. The glicko algorithm works based off of relative comparisons, not absolute value comparisons. The 5-4-3 system has the same absolute value differences as the 3-2-1 system, but the relative differences are massively different. This has the effect of making the final evaluation by glicko much tighter than in the 3-2-1 system.
It’s worth noting that the OP of this thread has stated the argument that they feel the larger swings of the 3-2-1 system are healthier for WvW than the tighter swings of the 5-4-3 system. I personally feel that this is faulty due to trying to use the scoring system to control that instead of the volatility, but the OP is at least arguing from a sound logical basis. All of this garbage about ‘oh 5-4-3 is the same as 3-2-1’ is just a good case of people completely failing to understand relative comparisons.
Oh, taking glicko in consideration? Let’s see…
1 – Because the slower moving glicko making matchups more stale is exactly what we want.
2 – I don’t even know why they use a rating created to rate 1v1 matches where there won’t be two stronger sides feeding off of the weaker one.
3 – In the short terms matches, not considering the glicko, it’s basically the same as 3/2/1 to determine the winner.
I don’t understand,
If it was the same wouldn’t it be 6-4-2?
5-4-3 seems to keep the winner and the loser of a skirmish in competition?
No, 5/4/3 is like 3/2/1 with a free +2 each round. in the end all these +2 only inflate the scores making the difference seem smaller because the numbers are larger. Just take 168 from the end score of each week and you will have the 3/2/1 score.
The fight comes down to breaking his bar and dishing the best possible damage during that time. With 8 or less people a Mesmer sould have no problem breaking his bar alone between Tides of Time, Diversion and Signet of Humility, you could use Mantra of Distraction but bringing wells for Quickness and Alacrity and Signet of Inspiration is better for the burn. There is a cooldown reset mushroom in the corner of the room too in case you need it.
That said, I did it with 7 people in squad: 2 friends and 4 pugs, that joined after announcing it in LFG,, one of my friends was playing a PS Warrior so we could guarantee a high damage burn to secure the kill.
Without using real money? Microsoft Excel and Trading Post.
To the thread: I get the feeling that most balance patches are to change the balance and not to achieve, it’s an artificial way to change the meta preventing people from ever reaching optimal compositions and becoming stale, this keeps people satisfies because people cannot deal with balance as balance shows flaws in their own gameplay. Which leads me to the next point…
@Vayne – I hate that video because it tries to construct an argument based on statements that are half-truths to prove it’s point, but it actually works in this thread, when he mentions League of Legends changing meta of champion A causing people to play more champion B and so on, things are that way only because the game is patched a lot and the meta is forced to change, given enough time the game would become closer to Starcraft: Brood Wars in the sense that the optimal compositions and answers for every scenario would be pre-determined and everything would be left up to executions, in fact, after the Koreans started playing League the approach to the competitive became much more stake than before because they actually put work into optmizing strategies before execution.
But “balance” between characters and strategies is far from perfect at any point in time, the developers are just preventing the most optimal strategies from being created and cemented as ruling the meta.
Given enough time, if rules aren’t updated constantly and randomness isn’t a huge factor, at the highest level of competition the game boils down to executing very specific strategies that are very close in term of performance. Perfect imbalance is a lie, and isn’t actually fun, it’s just a way to appease people who cannot put effort into stepping to the next level of competition by adopting the meta strategies.
So… that’s it. Saying it again, the “balance” patches aren’t to make everything viable, but just to change things around for players to experiment for a while longer.
Legendary Insights; Amalgamated Gemstones; Reclaimed Metal Plates; Blade Shards.
Maybe Bloodstone Rubies and Petrified Wood too?
Why does Lege armor have to be tied to Raids?
in Guild Wars 2: Heart of Thorns
Posted by: nsleep.7839
I don’t think the problem is it being gated behind raids, it’s the fact that it’s heavily time-gated, and for someone starting from zero, assuming he actually manages to clear all encounters every week from week one, he would still need 4 months to gather the necessary Legendary Insights, and that’s not considering everything else required.
I’m not saying Legendary Armor should be available to people playing the game casually, but the amount of dedication for this is just too hardcore. I know that ANet made almost every skin from HoT account bound AND time-gated, or behind abysmal drop rates, but there is a limit on how much they want the plsyers to grind the same content repeatedly, and the Legendary Armor is in my opinion way beyond what’s acceptable.
Hittting only the Chrono/Revenant because of Quickness is extremely hypocrital. Warriors fart Might to himself and 5 more every hit, Druids increase party DPS just by existing with Spotter and Grace of the Land while still being able to heal. These are fine and weren’t ever touched, Chrono and Revenant had something nice? Nerf it!
Why is ot okay for other classes to easily generate 100% uptime on the buffs that impact the DPS the most but Chronos and Revenants cannot be part of this? Their individual DPS was already pretty low, what did they get in exchange for their nerfed utility? Chrono a 6% sword damage increase and the Blurred Frenzy buff that’s not very impactful in the overall DPS, Revenant got literally nothing.
If you guys call this balance then I don’t know what to say.
TBF neither of those classes can keep the uptime on 10 players by themselves. Chrono could. Now it’s normalized compared to the others, still 100% uptime on a 5 man pt. Don’t get me wrong I’m not overjoyed at the exclusion of so many classes, but the example is kinda… well wrong.
My groups usually runs 7/2/1, a good Warrior can keep might on all 7 of his group and deal decent damage while at it, and one of the Druids work as a bit of condi DPS+support+offhealer. It’s not as simple because Chrono and Revenant were basically boonbots and support to break bars in case they are needed (they’re not, except in emergencies.)
Hittting only the Chrono/Revenant because of Quickness is extremely hypocrital. Warriors fart Might to himself and 5 more every hit plus banners, Druids increase party DPS just by existing with Spotter and Grace of the Land while still being able to heal. These are fine and weren’t ever touched, Chrono and Revenant had something nice? Nerf it!
Why is ot okay for other classes to easily generate 100% uptime on the buffs that impact the DPS the most but Chronos and Revenants cannot be part of this? Their individual DPS was already pretty low, what did they get in exchange for their nerfed utility? Chrono a 6% sword damage increase and the Blurred Frenzy buff that’s not very impactful in the overall DPS, Revenant got literally nothing.
If you guys call this balance then I don’t know what to say.
(edited by nsleep.7839)
The auto-attack is underwhelming, but the Blurred Frenzy hits really hard now.
SoI changes are affected by Boon Duration, but the stack limit changes are harsh, time to work on a new rotation for it to keep the Quickness uptime.
PvE Mesmer is dead with the patch. It’s worse than I ever imagined.
Edit – Nevermind… changes aren’t that bad after playing them in game. Also Blurred Frenzy hits like a truck now.
(edited by nsleep.7839)
Hoping the balance patch cleans up those unkillable builds.
They are onyly changing things that has no impact for pvp what so ever, so no, still great army of necro minions, still 1shot dh, unkillable eles and 40block/evade mesmers on pvp.
Onyly thing this patch does is try to kitten raiders in the kitten , cos raids became easier than they thought.
You don’t even know what you’re talking about, right?
First, this nerf is because of WvW boonshare builds that were making unstoppable melee trains.
Second, people who raid are complaining because the nerfs will reduce build and class diversity for what are considered good comps. Revenant is basically losing its main function so there is no point into taking one anymore, druids are being forced into the exclusive healer spot, mesmers can get 100% boon duration alone and can still have 100% quickness uptime without SoI.
The problem is that, it might be better to have two Mesmers now instead considering the overall group DPS, and having two mesmers means having much higher Alacrity uptime for all group, putting auto-attack based builds (mainly daredevil and hammer guardian) in disadvantageous position compared to elementalists when right now they are very viable considering the DPS and utilities they bring, but with Alacrity elementalists are just too strong to pick these instead.
tl;dr – Raids are still easy. They are just killing class and build diversity. Blame WvW.
If he spent 1000+ I’m guessing he bought a Minstrel stats set, the Freshwater Pearls alone to cap Boon Duration at 100% should be around 200 gold, then if you add the costs of the rest of the ascended gear, sigils and runes used in the build, and matrices required to make Integrated Fractal Matrices + Infusions to buy the stat boosting infusions it can easily go over 1000.
Good news is that the build might still be meta after the changes, just because of how Quickness is important in the raids setting so Chronomancers will probably remain a constant pick.
Thank GOD you’re nerfing SoI, it needed it massively, at least in WvW. In PvE…sadly another thing to adapt the meta to.
Oh.
YOU could adapt to it too. But nonetheless, boonsharing will still be a thing, SoI and Revs are just a part of the problem, enjoy destroying PvE and still having perma boons on WvW.
RIP Revenant in PvE. Mesmers are… I’ll wait and see, but I don’t believe this will be good.
2 people are more than enough to run each camp/pylon/outpost in the three first maps, the bosses might need a few more but they are mostly designed for a party of 5, some are easier, some are harder. 15 per lane are more than enough to run Dragon’s Stand.
With less people the events are way less scaled than when a zerg is running around making mobs much easier to clear, just minimal coverage over the different areas of the map is needed to progress it instead of running around in a big zerg, it’s more efficient this way. Most are just too used to the zerg mentality by now to even try to pull something like this.