@balance in different game types: Class balance for those 3 game types differs, based on class and the game type, obviously.
For instance, in WvW, swiftness is a very important tool, while being less crucial in Dungeons (if you’re in fights a lot of the time). What we usually talk about in balance discussions is how some class specs will be stronger in one game type than they are in others, and that’s ok.
How about making it then important in dungeons too? Like a fight where every minute you need to outrun a electric wall which can only be done with 25%+ over base MS (but the fight has no chill cripple immobs).
@class group utility: I hope I’m reading your meaning correctly on this one. We try to make sure that we spread this stuff out into different “buckets” for each class. So if you have a ton of damage in a spec, you probably won’t have as many ways to dole out tons of CC as well. If a spec does have that, we try to bring down one of those aspects of the spec. For instance, the new Ranger specs we’re seeing dish out a TON of damage at range, but they are relatively squishy if you get right on them (compared to say, a defensive Guardian’s ability to tank damage), and they have no way to really deal with enemy boons effectively.
But they have the CC to keep you away and not all professions (or all viable builds) from what i know have reflects or enough on demand dodges/vigor/evades to escape it before they finally get to them, kinda like Tristana currently in league of legends (compared to lets say kog maw who would get killed by zed/talon instantly instead of jumping away/knocking you off if you were in a position where he could get you/you didnt have hard peelers), the requirement for a single thing to be attacked/pressured from multiple sources is not really healthy, be it pvp or pve.
@more frequent balancing: We do 2 major “modes” of balancing – one is the feature pack balancing, which just happened this week. We try to put out a lot of new stuff for the classes, and try to spread out the changes. Once that happens, we watch the game for a while and listen to the players. This can happen in game, it can happen in VOD’s, Twitch, Youtube, the forums, etc.
FP2 was a “fail” (lower xp is nice, lockout and no kits/cheer the cows is bad) for early levels + bug fixing and minor changes, not a balance patch.
After we give a patch a few weeks to settle, we then look at our second mode of course correcting, which is done by making smaller changes if we feel they’re necessary (shaving down something that feels way too powerful, or bringing something up that feels way too under powered), while also scoping out balance changes for the next feature release!
Hope that helps!
-Chap
Isnt the whole point of QA and beta testing to get those “few weeks”? And then if a problem still exists for more than the patch, its weakness gets made more obvious by the devs of the game (unless its a flat statistical and not counterplay issue).
Thanks for the time and hope that my points aint too loaded/out of topic.
P.S.
“Every man takes the limits of his own field of vision for the limits of the world.” – when will we increase the limit of Tyria then?
(edited by Anubis.7058)
if you think about it , in the year and half i’ve played gw2 , long time vetern of gw1.
has anyone ever made a Tactical Strategy to counter a Ranged Fight as a group thinking about that will solved all the problems you think you have.
and i also i think its about time all the full zerk players got some toughness and Vit into the builds they use , i can’t even get a decent WvW player doing to 60% hp using a rapid fire and i run 50% pvt, cav+ zerks 6,0,2,6,0 on my ranger, i can survive Reflects but i’ll only have 40% hp left over if i don’t cancel/ stop attacking.just adding a reflect wall stood at a distance will stop a Lb’s Assault in its tracks , he will be forced to swap weapons.
If someone doesnt have a reflect effect?
I’m all right with the burst. While the damage potential was basically increased by 150% (extra time to fire extra arrows compared to old Rapid Fire), the actual damage it does… still the same.
What’s really annoying, and no amount of reflect bullcrap sorcery will ever beat, is its really low cooldown. It’s 10 seconds, 8 with the trait. Most longbow rangers will go secondary GS or S/D, both of which are used to create distance easily.
Rapid Fire needs to have it’s CD increased by at least 60%, to 16s untraited, 13s traited, lowering its downtime but keeping its burst.
ummm..
Mind Wrack-11 sec
blurred frenzy-12 sec
Eviscerate-10 seconds
Arcing slice-10 seconds
volley-10seconds
Backstab- LOL
unload- LEL
Ghastly Claws-8 seconds
Life Blast- auto
Whirling wrath-10secondsElementalist-9 seconds
Almost every class has a burst move on a short cooldown.
The problem is ranged projectiles floating the extra 200u
and people not dodgeingAlso the damage from this attack stayed the same..now you can dodge the entire thing.
Frenzy, Claws and Life Blast are burst?