Showing Posts For Ahlen.7591:

Only bad things?

in Warrior

Posted by: Ahlen.7591

Ahlen.7591

I’ll try to break down why I think it’s the worst thing to ever happen (Only kind of hyperbole):

Limiting Adrenaline to 1: This means basically all other weapons are useless except hammer and greatsword, hammer is already crap in PVE and greatsword is only good for stacking might, which dagger can also do.

Berserker Power is wonky with Spellbreaker because of how counter/burst works with it. It just feels crappy and you’re unable to maintain full stacks.

Dagger damage is pathetically low. Like really really low.

The new elite skill has too long a CD for what it does, it should also do damage in the area, or at least damage for each removed boon (ontop of the trait). However playing a warrior I’m used to have terrible elite skills.

All the new utilities are terrible in PVE, Sight Beyond Sight is exceptional in this regard. I already either cap or almost cap crit, so this utility has no use in PVE and very limited use in PVP. Imminent threat is bad because of long CD and lack of need for adrenaline. Featherfoot grace is ok, but you’re better off with other utilities. Break Enchantment would be good, if it got a 100% damage buff from where it is right now. None of them are worth it over FGJ/Banners.

I’m not a PVPer, but from what I’ve seen and heard from friends who are, spellbreaker is also bad at PVP because it’s too easy to kite and has too little condition removal

Also, most of the traits are just…boring. They’re either flat bonuses or not worth using.

(edited by Ahlen.7591)

Firebrand feels indredibly clunky

in Guardian

Posted by: Ahlen.7591

Ahlen.7591

The casts are too long for basically everything.

spellbreaker disappointment on pve part

in Guild Wars 2 Discussion

Posted by: Ahlen.7591

Ahlen.7591

It might be ok in PVP, but it’ll be useless garbage in PVE.

I’m ok with that.

I’m not. I don’t do any PVP at all, and I want my new expansion thing to be useful in the area of the game that I play.

It’s total stupidity to make any specs be catered only to a specific area of the game.

you realise that that is the whole POINT of the elite specs, right?

the whole reason they exist is so the devs can make each spec good at something without the issue of needing to make them good at everything, which is an absolute NIGHTMARE to balance.

think of it this way: would you like base Warrior or Berserker to get nerfed in PvE because it’s doing really good in PvP?

of course you wouldn’t, why should you be punished for the class doing well in a mode you don’t play?

well, by making Spellbreakers a PvP focused spec, they can focus on making it good in PvP whilst keeping the nerfs done to the base class or Berserker at a minimum.

sure, you don’t get a shiny new spec this round if you are absolutely adamant that you NEVER want to do PvP, but that could easily flip around next expansion if it introduces a PvE focused spec, heck, look at Renegades: they are shaping up to be great in PvE but absolute GARBAGE in PvP

(I’ll also point out as well that from last week’s demo, Forged seem to give themselves a LOT of boons, making boon stripping a valuable ability even in PvE)

All I’m hearing are excuses for lazy balancing. All specs, all elites, everything, should be viable in all aspects of the game.

Why would I pay real money to not have the class I play, that I have spent real money to expand its inventory, not be usable in the game mode that I play?

[PoF]Holosmith

in Guild Wars 2 Discussion

Posted by: Ahlen.7591

Ahlen.7591

It’s almost definitely too strong. Even in the nerfed pvp lobby it does absolutely insane damage.

Spellbreaker.. Cheapest/boring elite?

in Warrior

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Ahlen.7591

For PVE none of the new utilities will replace current must haves like banner, FGJ, etc.

scourge feedback

in Guild Wars 2 Discussion

Posted by: Ahlen.7591

Ahlen.7591

I have probably played Necro way too much to be able swap into Scourge comfortably after 20 minutes of testing. Everything felt wrong somehow. I guess it is mostly me, and I will try again later.

As I understand it, Scourge has very little point in PvE. Whole elite is built around the idea that enemy has many-many boons. Monsters in PvE rarely do, and the bosses are probably immune to anything like this. So, it would sound perhaps like better spec for PvP or WvW. Sadly, I have never done any PvP and not been in WvW latley either.

Definitely not. Scourge looks strong as hell in PVE based on limited testing.

Scourge would most likely be useless in wvw due to the fact that sand shades are immobile unless resummoned, so someone can see you set them (long animation) and just….walk away.

What I think is funny as hell though, is based on just a quick look at it scourge will be better as powercrit than reaper is. The elite meant for conditions might be better at power than the elite meant for power.

(edited by Ahlen.7591)

Spellbreaker.. Cheapest/boring elite?

in Warrior

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Ahlen.7591

Compare it to guardian which gets what, 19 new skills not even including weapon?

Spellbreaker screams ‘afterthought’

We need more armor skins with PoF

in Guild Wars 2 Discussion

Posted by: Ahlen.7591

Ahlen.7591

Some of the ugliest armor ever seen in an MMO.

Spellbreaker.. Cheapest/boring elite?

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Posted by: Ahlen.7591

Ahlen.7591

Honestly the worst part of SB is limiting adrenaline to 1.

That’s sheer stupidity design-wise. Imagine if the other new specs got limited to 1/3 of their spec mechanics. Thiefs immediately get cut down to 1/3 init if they’re spec’d deadeye. Guardian cut down to only one virtue instead of 3, Engineer only gets 1 toolbelt skill, etc.

spellbreaker disappointment on pve part

in Guild Wars 2 Discussion

Posted by: Ahlen.7591

Ahlen.7591

It might be ok in PVP, but it’ll be useless garbage in PVE.

I’m ok with that.

I’m not. I don’t do any PVP at all, and I want my new expansion thing to be useful in the area of the game that I play.

It’s total stupidity to make any specs be catered only to a specific area of the game.

spellbreaker disappointment on pve part

in Guild Wars 2 Discussion

Posted by: Ahlen.7591

Ahlen.7591

Greatsword and hammer bursts do same damage regardless of adrenaline level.

You need to test with 100% crit and Signet of Ferocity stacked to estimate its PvE damage. I won’t be ok to test until Sunday. Strength Arms Spellbreaker.

If you’re thinking of using BP don’t bother you can’t keep stacks up. This is a thread about PVE so obviously you wouldn’t be using hammer, and there’s no reason to use GS as the one thing daggers do well is stack might.

It does less damage than core axe/axe with strength/discipline/arms. It might be ok in PVP, but it’ll be useless garbage in PVE.

RIP the warrior dream

in Warrior

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Ahlen.7591

Anyone think it could be a viable Power PS in PvE?

It might stacks better than anything ever in the entire game. But it’s damage is sooooooooooooo looooooooooooooow you’d just be completely gimping the group.

Better off with just core PS or Berserker PS.

spellbreaker disappointment on pve part

in Guild Wars 2 Discussion

Posted by: Ahlen.7591

Ahlen.7591

It’s bad.

Really really bad.

Capping adrenaline at one is DEVASTATING for PVE warrior. The reason Berserker worked is because they got a special burst while zerking. SB doesn’t get special bursts, it just gets crappy level 1’s.

Dagger damage is painfully low. 1 needs a 20-25%~ damage buff, and the rest need even more. 5 needs at least a 50% buff as right now it’s a worse version of Axe 5, with a 8 second longer CD.

This elite spec is so bad for PVE I can’t imagine ever using it ever. And since I don’t want to keep playing core warrior for the next 2 years guess it’s time to switch to the broken OP Holosmith.

Spellbraker Front line

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Ahlen.7591

Limiting all weapons to 1 adrenaline bar is madness. I don’t think I could be more underwhelmed by an elite spec at this point.

Maby its time to buff/revert PowerWarr nerfs?

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Posted by: Ahlen.7591

Ahlen.7591

In PVE now power warrior is better off as core over SB OR Bers

first impressions: holosmith

in Engineer

Posted by: Ahlen.7591

Ahlen.7591

My first impression is that it’s OP as hell.

Crazy amounts of damage, an extra self heal, and damage mitigation. If you stack boon duration you can have like 75%~ uptime on Quickness with no outside help.

RIP the warrior dream

in Warrior

Posted by: Ahlen.7591

Ahlen.7591

Testing spellbreaker was the most disappointing thing I’ve done in this game so far. Dagger skills need a good damage buff to be competitive with other weapon choices at all.

Compared to Holosmith which is the most OP thing I’ve ever seen in this game, it’s just sad.

Power PS warrior is even more dead now

in Warrior

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Ahlen.7591

Blame WVW to be honest. Condi damage can be really high because it can be removed. Can’t remove gigantic powercrits.

[PvX] Condibunkers will dominate next meta

in Profession Balance

Posted by: Ahlen.7591

Ahlen.7591

Been using S/S/LB on Warrior and Pistol/Shield/Nade on engi forever.

I assume this is a totes sarcastic post though, if so 10/10.

[Merged][PvP][Warrior] Healing Signet is Too Powerful

in Profession Balance

Posted by: Ahlen.7591

Ahlen.7591

It actually brings it down the point where it’s ALMOST not worth using heal signet because of it’s downsides (No anti-burst, weak to poison).

But whatev, people won’t be happy until Warriors are back to being unplayable.

10% less dam. doesn't make support better

in Profession Balance

Posted by: Ahlen.7591

Ahlen.7591

I don’t understand the point of this change.

So…fights will take 10% longer? That’s all I’m seeing from the crit change. It’s not going to change how people gear or play.

[PvP]Rebalance conditions to Crit

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Ahlen.7591

Won’t happen.

If they supposedly can’t raise/remove the condition cap because of ‘technical issues’ I really doubt that they have the processing power to run the computation on every single condition tick to check if it crits.

The system already checks your Condition Damage for every tick, whats 1 more check per condition tick?

It’s literally doubling the computational load? What kind of question is that!

Who is the warrior idol ?

in Warrior

Posted by: Ahlen.7591

Ahlen.7591

Nike from DnT.

15char.

[PvP]Rebalance conditions to Crit

in Profession Balance

Posted by: Ahlen.7591

Ahlen.7591

Won’t happen.

If they supposedly can’t raise/remove the condition cap because of ‘technical issues’ I really doubt that they have the processing power to run the computation on every single condition tick to check if it crits.

(Balance) Developer Livestream on Friday at 2pm PST

in Profession Balance

Posted by: Ahlen.7591

Ahlen.7591

All you guys who say your investment was “wasted”. Chill out.

If you didn’t enjoy the grind for gear then you shouldn’t play an MMO like this. This game is built upon the grind. They try to make the grind enjoyable and disguise it slightly which is where they try to distinguish themselves from their competition.

SO you should enjoy grinding for new gear if zerker isn’t optimal.

Besides, you people shouldn’t worry….Anet do tiny changes which make no difference. They will probably make some change which only has minor effects on fringe cases or which buffs it in 1 way and nerfs it in another (like thief initiative changes). The end result will be no change to anything.

And that is why this game is dying (FACT – from the latest figures on the game). It is dying because it is not fresh. No new zones, no new races, no new skills, no new weapons, no new dungeons, no new anything. Just a massive grind for achievements where you have to go back to some level 25 zone and 1 shot some terrible mobs (lol- “fun”).

They wont change, and they wont add freshness by nerfing anything too much. The “meta” (lol at pve meta btw) won’t change. SO those worrying should study some history of this game and realise nothing ever changes.

Absolute bullkitten.

If you put effort into something, you do not expect it to be arbitrarily taken from you.

That is life.

Does ANET have plans..

in Warrior

Posted by: Ahlen.7591

Ahlen.7591

Warrior is ridiculous right now, accept it.

The only thing ridiculous about warrior right now is the amount of energy a few people spend complaining about them.

If it were just a few people complaining, that would be one thing. Maybe you should check your professions forums again and see there is a consensus among the entire community about this. The only thing ridiculous about this is how heavily a few warrior players are defending their class just so they don’t have to be back on a level playing field with the other classes.

Some time soon you might be required to have skill in order to play well! Won’t that suck.

If literally every single person that posted on the Warrior class forum was complaining about Warriors, I would venture that it is still less than 1% of the total GW2 population.

[Merged][PvP][Warrior] Healing Signet is Too Powerful

in Profession Balance

Posted by: Ahlen.7591

Ahlen.7591

Warriors also have very limited sources of regeneration and protection, which ALSO balances their high health pool, defense, and heal signet.

People just laser focus on healing signet without considering the whole package.

Mesmer and Ele two strongest counters? Are you kidding me?

The two strongest counters to Warrior are Necro and Ranger. Both of which body warriors pretty hard.

http://wiki.guildwars2.com/wiki/Adrenal_Health
http://wiki.guildwars2.com/wiki/Dogged_March
http://wiki.guildwars2.com/wiki/Inspiring_Battle_Standard
http://wiki.guildwars2.com/wiki/Healing_Signet

You were saying?
Think inspiring battle standard is garbage? In places like pvp, people do use it, and warriors along with their natural high armor and defensive skills have great condition damage. Its one of the worst things to go up against.

If they have standard their damage will be low, not to mention you can easily kite them out of range of the standard, and they’re giving up a full utility just to get that regeneration.
Adrenal health is 1 tick per 3 seconds
Healing signet is balanced
Dogged march is dependent on other classes applying conditions.

Warriors have 12% innate damage reduction (heavy armor vs light armor).

Try again. I know it’s hard to accept, but Warriors are balanced and you just need to learn to play.

[Merged][PvP][Warrior] Healing Signet is Too Powerful

in Profession Balance

Posted by: Ahlen.7591

Ahlen.7591

Haha some people are still serious about HS being balanced? :’D You basically got a perma Troll Unguent, combined with the highest base damage attacks, low weapon cooldowns, highest armor rating and highest base health pool. Oh not to forget Autostability, (which is a joke) tons of CC- and stun- chaining capabilities and lets not forget about 10s invul to condis/direct damage, but yes that is totally balanced.

Warriors are a complete joke class-depth wise atm, lots of passive play & easy going playstyle. If ANet doesnt want to nerf the Healing Signet, they could atleast downgrade them to Midtier Health Pool. They may have needed a High Health Pool in the past, but ever since HS, Cleansing Ire, Adrenalin Health, & Stance got buffed, theres no justification for a High Health Pool.

  • Mina – S/D Thief & Ranger
    Kodash*

Seriously, stop. There is no need to have a highly biased view of balance into an specific objective suggestions thread on one ability. You just described the typical traits taken in a Warrior sustain build. It’s akin to Thief perma-stealth complaints which involves multiple traits, utilities and a specific weapon setup.

Warriors received massive additions and changes for condition removal/mitigation is fairly understandable.

Warriors were horrible outside of a warhorn conversion (bugged with Soldier’s Runes and has been fixed since) and Shout utility builds with Soldier’s Runes in removing conditions including Mending/SoS.

There were no other options besides Mobile Strikes and Restorative traits which are exactly the same as when released and are very close to the garbage pile in practical terms of use (nothing wrong with those two traits but they are on par with baseline Adept traits).

By definition, if the Warrior developer vision is for them to have a fairly high sustain-option, Warriors must also have multiple anti-condition abilities/traits and a healthly HPS rate.

TL;DR If you can’t get past the all-in sustain build, you are missing the point.

As I recall, based on statements by the Devs, the rationale for Warriors having high health pools was that they were meant to have mediocre to average condition cleansing, so they used a huge HP buffer to stay alive instead. Given the fact that warriors have since been updated to have pretty good cleansing in some builds, it doesn’t seem inappropriate to throw base health into question if no other changes are made.

Warriors also have very limited sources of regeneration and protection, which ALSO balances their high health pool, defense, and heal signet.

People just laser focus on healing signet without considering the whole package.

Mesmer and Ele two strongest counters? Are you kidding me?

The two strongest counters to Warrior are Necro and Ranger. Both of which body warriors pretty hard.

To clear the air about Berserker

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Posted by: Ahlen.7591

Ahlen.7591

People complain that they dont want to run Zerker because everyone runs the same thing.

People want all gear to more or less complete content in the same time, doing the same thing.

So the “solution” to the “problem” of a lack of variety is to make everything more similar.

Homogenization is the key! Difference is decadence!

Skill must be removed!

[PvE] Revising the "DPS Meta"

in Profession Balance

Posted by: Ahlen.7591

Ahlen.7591

After 13 pages I am still not seeing how any of this is a problem.

Players who play well are rewarded by being able to surrender defense for more offense.

Players who don’t play as well can still sacrifice offense to make up for their lack of ability.

Bad players, or players simply unwilling to spec to the maximum/most efficient set up are crying because those that can/will are doing some pve stuff a bit quicker than they are.

That’s about the gist of it.

When zerk is nerfed, and the players who actually bother to look for the most efficient group comp find the new meta. Said bads will simply start crying about the new meta and the cycle will repeat itself. Whilst those running said meta lose all their ascended gear no doubt.

It’s more of the bad players who spec/gear for min/max without knowing how the rest of the group is supposed to work together which I am more afraid of. I’m sure most of us have experienced the occasional PUG where certain players only know how to do one thing and refuse to adapt accordingly because they are following verbatim what they read from a forum guide.

Well I mean, aside from higher level fractals, all the PVE content in this game can be pretty easily completed by 2 competent people and 3 hanger-ons.

To clear the air about Berserker

in Profession Balance

Posted by: Ahlen.7591

Ahlen.7591

Going to re-iterate what I suggested in another thread.

Suggestion1: Add more Immobilize and Weakness to monsters
The one line of defense that all zerkers use: Dodge. If you stop them from doing that to avoid every single attack and more and force them to take damage and be killed, then they will learn to avoid zerker and add more survival gear. We all know that dead players do 0 damage. Moreover, this will force players to carry condition removal skills, or having support party members that carry condition removal skills. Forcing support on players = making support more desirable.

Suggestion2: Improve Toughness
What is the point of ever taking the Toughness stats if the boss is going to 1-hit me anyway? Might as well go full damage. No boss should ever be able to 1-hit any player who is fully decked in at least full Soldier’s gear worth of Toughness even with Light Armor.

Suggestion3: Increase Monster Damage
Zerker carries extremely little risk to play because of low monster damage. Even though there are telegraphed attacks, taking a hit from those as a Zerker does not kill you. Example: CoF1 final boss. The large AoE attack that hits 4 seconds after the red circle appears. A zerker Warrior can even not dodge it all and eat 3 of those before being downed. The boss uses the attack about every 10 seconds, but the boss will be dead before it can even use this attack 3 times. If this attack 1-hitted any full glass cannon(including Warrior), then they would be forced to dodge it, or carry some extra Toughness to allow for mistakes(not being 1-hitted). If you do improve monster damage, it will not affect a good zerker player, because that player will dodge every one of those attacks. But even bad zerker players are not even punished or take any risks from dying.

Improving Toughness and Improving Monster Damage are a bit contradictory, but the sweet spot should be:
Anyone in full Zerker even with Heavy Armor should be 1-hitted by all telegraphed monster attacks, but no attacks should ever 1-hit any player who has say full PVT even while in Light Armor.

Immobilize and weakness don’t matter. It won’t change anyone from wearing zerker, it will just change their build slightly to include more condi removal, it won’t change their stats at all.

why Guardian HP is so low?

in Profession Balance

Posted by: Ahlen.7591

Ahlen.7591

Because they have significant sources of regeneration, protection, and aegis.

[PvE] Revising the "DPS Meta"

in Profession Balance

Posted by: Ahlen.7591

Ahlen.7591

After 13 pages I am still not seeing how any of this is a problem.

Players who play well are rewarded by being able to surrender defense for more offense.

Players who don’t play as well can still sacrifice offense to make up for their lack of ability.

(PVE) puting an end to meta glass cannon

in Profession Balance

Posted by: Ahlen.7591

Ahlen.7591

We already have enough posts about this, another thread is not warranted.

To clear the air about Berserker

in Profession Balance

Posted by: Ahlen.7591

Ahlen.7591

What about nerfing endurance regeneration on all class and make it so that zerk can no longuer rely on endurence regeneration alone to survive?

Because that’s dumbing down the game.

[WVW] Condition Bunkers are overpowered

in Profession Balance

Posted by: Ahlen.7591

Ahlen.7591

this is about all classes that are currently able to pull off the conditional bunker builds:

necros
warriors
mesmers
rangers

And to anyone defending this kind of builds, just go to a build site and see the kind of comments they get:

easy mode
it gets too boring so i changed to power damage
etc…

Uh, you forgot Engi’s, Guardians, and Ele’s. All of which can pull of some pretty amazing con bunker. (Hell Engi’s are the godfather of the conbunker).

The only class that can’t pull off a very good conbunker is Thief. And their direct damage, and escape mechanics are so good they don’t really need to.

Guardian condi bunker? Now that’s funny right there.

Guardian was literally the ORIGINAL BUNKER in the first few months after release, their con damage is lower than the other conbunkers, but their bunkering is still insanely powerful.

To clear the air about Berserker

in Profession Balance

Posted by: Ahlen.7591

Ahlen.7591

A well-reasoned analysis, but I disagree that player skill has no part of this discussion. Objectively, the “zerker” playstyle has a higher skillcap because the active defenses must be deployed correctly (type, timing, placement) to gain the benefits of front-loaded DPS. Failure to correctly use the active defense in a highly skillful manner typically results in the defeat of the player and/or team (and corresponding loss of money and time).

By contrast, more defensive playstyles have a lower skill requirement because there is greater room for error in the execution of the available active defenses. This is not an elitist statement, or an insult to lower skilled players. It is an objective fact, and frankly a positive testament to the game’s design that all content can be completed by players of varying skill levels.

But it is a basic tenant of game design that higher skill should be rewarded. Lowering the skillcap — or raising the skill floor — eliminates the fun of getting better at the game.

This is why I disagree with your premise that there is a problem with the Berserker meta. Nerfing Berserker gear or raising the effectiveness of defensive playstyles lowers the skillcap, making the game less rewarding for skillful play. Currently there is positive correlation between higher skilled play and player reward (measured in any number of metrics, including gold/hr and time to complete content). To reduce or eliminate that correlation by lowering the skillcap would be a significant mistake, in my opinion.

This doesn’t make sense really. With zerker runs you bypass and negate enemy mechanics through active defenses. So you do not have to deal with what the mob ai may do. With a more defensive build you are responding accordingly to enemy attacks. That is the mob actually has a opportunity to react to you.

So how is it possible to have a higher skill cap when in most cases mobs do not have a chance to fully carry out their attacks against zerker builds? To quote the OP:

Active defense: Enemies need to make so many moves before they get through active defense. The faster an enemy dies, the less moves they make. The less moves they make, the less likely they are to go through your active defense. With this in mind, it is very easy to do so much damage that an enemy dies before they can go through your active defense.

In essence zerker builds would have a lower skill cap since the mobs aren’t even fighting back. Its more so player vs a target that doesn’t get a chance to damage you.

If you truly believe that Zerk is the ‘lesser’ skilled between the two types, then we can’t really have a discussion. That is so far removed from reality that I cannot even comprehend how someone could think that.

You have hopefully seen the video of the tank specs doing Arah, without ever evade rolling? This is somehow more skillful than Zerk specs clever use of evades, and other defenses to avoid damage?

Facetanking is more skillful now than timing evasion?

I dont’ even….

I’m willing to bet a majority of the “skilled berserker” players wouldn’t survive long at all in PvP or WvW. There are legitimately skilled players that use Berserker gear, that I won’t deny. The majority of them, though, aren’t as good as they claim they are. Dodging well-telegraphed, infrequent attacks is downright simple compared to facing opponents that actually can put out pressure, may bait your active defenses, and will likewise actually avoid your own big attacks.

Again, the gear isn’t the problem. Enemy design is, as there simply is not enough risk in PvE for the reward you get from pure Zerker.

Well I personally wouldn’t wear Zerker gear in either PVP or WvW, because it is literally directly countered by conbunker (high defense, crushes low HP).

Besides, this is a purely PVE discussion, what does sPVP or WvW have to do with it?

[WVW] Condition Bunkers are overpowered

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Posted by: Ahlen.7591

Ahlen.7591

this is about all classes that are currently able to pull off the conditional bunker builds:

necros
warriors
mesmers
rangers

And to anyone defending this kind of builds, just go to a build site and see the kind of comments they get:

easy mode
it gets too boring so i changed to power damage
etc…

Uh, you forgot Engi’s, Guardians, and Ele’s. All of which can pull of some pretty amazing con bunker. (Hell Engi’s are the godfather of the conbunker).

The only class that can’t pull off a very good conbunker is Thief. And their direct damage, and escape mechanics are so good they don’t really need to.

To clear the air about Berserker

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Posted by: Ahlen.7591

Ahlen.7591

A well-reasoned analysis, but I disagree that player skill has no part of this discussion. Objectively, the “zerker” playstyle has a higher skillcap because the active defenses must be deployed correctly (type, timing, placement) to gain the benefits of front-loaded DPS. Failure to correctly use the active defense in a highly skillful manner typically results in the defeat of the player and/or team (and corresponding loss of money and time).

By contrast, more defensive playstyles have a lower skill requirement because there is greater room for error in the execution of the available active defenses. This is not an elitist statement, or an insult to lower skilled players. It is an objective fact, and frankly a positive testament to the game’s design that all content can be completed by players of varying skill levels.

But it is a basic tenant of game design that higher skill should be rewarded. Lowering the skillcap — or raising the skill floor — eliminates the fun of getting better at the game.

This is why I disagree with your premise that there is a problem with the Berserker meta. Nerfing Berserker gear or raising the effectiveness of defensive playstyles lowers the skillcap, making the game less rewarding for skillful play. Currently there is positive correlation between higher skilled play and player reward (measured in any number of metrics, including gold/hr and time to complete content). To reduce or eliminate that correlation by lowering the skillcap would be a significant mistake, in my opinion.

This doesn’t make sense really. With zerker runs you bypass and negate enemy mechanics through active defenses. So you do not have to deal with what the mob ai may do. With a more defensive build you are responding accordingly to enemy attacks. That is the mob actually has a opportunity to react to you.

So how is it possible to have a higher skill cap when in most cases mobs do not have a chance to fully carry out their attacks against zerker builds? To quote the OP:

Active defense: Enemies need to make so many moves before they get through active defense. The faster an enemy dies, the less moves they make. The less moves they make, the less likely they are to go through your active defense. With this in mind, it is very easy to do so much damage that an enemy dies before they can go through your active defense.

In essence zerker builds would have a lower skill cap since the mobs aren’t even fighting back. Its more so player vs a target that doesn’t get a chance to damage you.

If you truly believe that Zerk is the ‘lesser’ skilled between the two types, then we can’t really have a discussion. That is so far removed from reality that I cannot even comprehend how someone could think that.

You have hopefully seen the video of the tank specs doing Arah, without ever evade rolling? This is somehow more skillful than Zerk specs clever use of evades, and other defenses to avoid damage?

Facetanking is more skillful now than timing evasion?

I dont’ even….

[PVX][warrior]pls buff Sword in power builds.

in Profession Balance

Posted by: Ahlen.7591

Ahlen.7591

Warriors already have a power 1handed weapon, the Axe.

We do not need another, just because you prefer swords thematically. Most other classes would KILL for the abilities on the Warrior sword. 1 alone can stack up to 10-11 bleeds with proper traits and foods.

Well i dont think this is helpful or productive feedback.

Yes we have axe. But i like sword more so i want this weapon to be viable.

Dunno why you post something like this. Because does it hurts your build if sword is also viable in power builds?

Because if they buffed the power on sword, they would have to reduce or remove the condition.

You cannot have both, this is a very very simple concept.

If Sword was geared for both power and condition, it would either be worthless to both, or completely overpowered.

[PVX][warrior]pls buff Sword in power builds.

in Profession Balance

Posted by: Ahlen.7591

Ahlen.7591

Warriors already have a power 1handed weapon, the Axe.

We do not need another, just because you prefer swords thematically. Most other classes would KILL for the abilities on the Warrior sword. 1 alone can stack up to 10-11 bleeds with proper traits and foods.

[PvE] Revising the "DPS Meta"

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Posted by: Ahlen.7591

Ahlen.7591

We are trying to take steps to address some of the dominance of Berserker/DPS players. More info next week, I think.

Jon

hi jon,

why is there a condition cap limit? why have you limited condition builds so severely? this has made the game so UNBALANCED between pure damage and condition damage.

if you guys would remove this stupid limitation i think the game would be so much more balanced and people would consider conditions as a viable and reliable source of damage as well. just remove the 25 stack limit and the other conditions limits (some only stack 5 times in length) and let condition builds have their say in this game.

poison should be stackable too because it’s such a weak damage dealer unstacked.

make those changes and i’ll guarantee you a much more balanced meta then this currently is. do not nerf zerks just let the condition builds have a fair fighting chance!

just a few clicks and voila! people would have a real and viable alternative source of damage and build variety for groups. zerkers would look with much more interest into conditions then they currently are. zerker population will decrease naturally and not forced by any meta. some of the zerkers will transition into a more balanced build naturally. you’ll see.

thank you.

Because of the impact on pvp given the shared pve/WvW model. The condi meta is already stong in pvp, removing the cap would make it insane.

No it wouldn’t. I can’t remember a single time I’ve been near 25 stacks of anything in PVP or had a long duration burn.

Direct damage already stacks/is individual and it’s numbers are higher, why would having individual conditions be broken?

[Engineer] Needs a new weapon.

in Profession Balance

Posted by: Ahlen.7591

Ahlen.7591

I’d definitely like a power hammer.

Right now Engi feels like the worst PVE class in the game. They’re great in PVP…but in PVE it just feels like it doesn’t pull it’s weight. All the things an engi can do, I’d rather bring an Ele for.

Biggest Lie of the december 10 update

in Warrior

Posted by: Ahlen.7591

Ahlen.7591

Did someone get destroyed so hard they needed to come here and complain?

[Merged][PvP][Warrior] Healing Signet is Too Powerful

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Posted by: Ahlen.7591

Ahlen.7591

The thief heal signet actually can have a lot better output than Warrior heal signet.

The Ele signet is balanced in addition to their many sources of both protection and regeneration.

Dont’ try to compare these in a vacuum, you will fail and just look silly.

I’m not comparing them in vacuum.

They are, of course, different skills with different settings, but both of them needs healing power to have significant healing output, otherwise they are outclassed by other healing skills.

Healing Signet is the only signet which gives huge amounts of healing without the need of healing power at all to the point that stacking healing power is counter-productive and other healing skills are worse in any situation.

You say you aren’t comparing in a vacuum….and then you compare in a vacuum.

Make up your mind.

To clear the air about Berserker

in Profession Balance

Posted by: Ahlen.7591

Ahlen.7591

Right now every class in PvE specs for DPS and support and the only valid stat combo is Berserkers.

That’s not the system I expected based on advertisements* and it’s not the way I believe ArenaNet intended it. The game is skill based and hence Berserker will always be the most effective combo, but I do not think they intended running Berserker to be as easy as it is now courtesy of stacking. This ultimately kills build diversity because there is currently a low skill-cap needed to run Berserker so that any average Joe can use it instead of only the top 15% of players.

I’m not asking them to kill Berserkers. I run Berserkers. I understand it is the most effective stat combo and the builds you and your co-members of DnT put out are fantastic. But the low-skill cap needed to use it right now will ultimately kill the PvE side game.

*sources: http://youtu.be/aDyKPXjA9eU?t=1m7s

http://en.wiktionary.org/wiki/valid
http://en.wiktionary.org/wiki/optimal

I would have thought you had been told that already.

Gear is only the part of the build diversity. Instead of fixing something that’s not broken anet should improve less used traits, weapons, utilities and revamp few mechanics like reflects, unshakeable and facetanking by pvt elitists because they are very toxic community.

Skill cap isn’t lower when you run berserker’s instead of suboptimal yet still valid gears. The game has innate extremely low skill cap.

I definitely agree with anet improving traits.

Fully half of the traits on my Warrior and on my Engi are completely and utterly useless. For every single build.

To clear the air about Berserker

in Profession Balance

Posted by: Ahlen.7591

Ahlen.7591

There isn’t a tl;dr because it’s a tough issue, and if it could be summed up that easily, we wouldn’t be dealing with the mess we’re dealing with.

That’s the thing though, only some people think it’s a mess.

The only ‘mess’ as far as I’m concerned with GW2 is how conditions are handled, everything else is running quite well.

Warrior, the official GW2 easy mode? :D

in Warrior

Posted by: Ahlen.7591

Ahlen.7591

DAE circlejerk about warriors being such faceroll omg ezmode?

Seriously though, having played 4 classes now I’ve found them all to be about the same difficulty of play.

To clear the air about Berserker

in Profession Balance

Posted by: Ahlen.7591

Ahlen.7591

Keep in mind that many players came from WoW, or similar games where the dps meter was everything, with a background like that we are kind of hard-wired for maximizing dps.

The topic opener has many valid points, but after more than a year of zerker meta I don’t see how this can work out well for the game. I find it extremely unlikely that anet would rework all the normal dungeons to support less dmg heavy setups. Way too many bosses with insane HP pools, I don’t even want to attempt them with a team that has 40% less dps than what we we have now, it would be just more boring than ever.

Also I just spent 600g on ascended zerk Armor. It’s really fantastic timing to start messing up the zerker status quo, just when ppl had time to farm for ascended armor. I’m fairly sure I’m not the only one with this potential problem.

Because DPS IS everything.

Support does not win fights.

Control does not win fights.

Reducing the enemy HP to zero is the entire goal of a fight, and the most important thing in doing that is damage. Everything else is just a vehicle to deliver as much damage as possible while not dying.

[Merged][PvP][Warrior] Healing Signet is Too Powerful

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Posted by: Ahlen.7591

Ahlen.7591

My reaction to this is to ask, what is the goal? Is it to put Warriors back into the bad spot they were last year? I don’t see Warriors face rolling matches left and right. If anything HS needs to have a buff to it’s scaling with healing power. Make putting points into healing useful!

No.
HS needs the base heal to be extremely nerfed and the Healing Power scaling buffed.

Healing Signet is not the only thing holding warriors up from where they were last year.

Yeah because warriors should be the only class that has to stacking healing power to have an effective heal in PVP. kitten warriors amirite?

That on top of the active buff.
And, by the way, what you said is false.
Just look at ele/thief healing signet for a direct comparison. Without healing power, they are junk. And the active sucks too.

The thief heal signet actually can have a lot better output than Warrior heal signet.

The Ele signet is balanced in addition to their many sources of both protection and regeneration.

Dont’ try to compare these in a vacuum, you will fail and just look silly.