(edited by Arken.3725)
Alright gents, here’s another episode of Skyhammer golf. I whiffed the first but the rest are well….yeah. Enjoy!
In terms of active blocking, the Guardian pulls ahead. However, in terms of duration, we’re behind.
Gotta say, the video was entertaining. Build…not so much.
I think it really varies. A Guardian’s survivability is heavily dependent on either his party or fully speccing into self-preservation(clerics). I don’t see many Elementalist’s running Clerics anymore, maybe Valks but certainly not full support/bunker.
I feel as if everyone wants their profession to be able to do everything and do it well. Unfortunately for the Guardian, this doesn’t work too well. When you consider the weaknesses of the Guardian(lack of ranged, soft cc, swiftness, low health), it’s very difficult to multi-spec with excellence. I’m fine with this actually, you shouldn’t have the best of both worlds.
This may or may not have been mentioned but outside of Vigorous Precision(requires decent precision), the Guardian has no other significant passives in it’s trait line to assist. It’s all active.
I consider Aegis to be one of the more weaker boons. One block isn’t going to save you from much when most abilities are multi-hitting. The Cd and the passive on Courage is severely underwhelming in this regard.
The overall need to have Soft CC or more mobility has already been beaten into the ground. I find the Guardian to be the most melee centric profession due to its terrible ranged options.
I would love to try this in spvp. 
Improvements are needed yes. I’d like it if instead of putting out random posts, we get some people who are looking to make this game better(even if it results in their profession getting a nerf) and hash out what we believe to be adjustments for the betterment of this game.
1. AI/Passive builds nerfed into the ground
2. More weapon/utility skills
3. Removal of defense/bursty amulets
4. Proper reward for active play
5. AoE in general toned down
That’s also part of the problem but what I suggested was a temporary solution. It would allow you to defend yourself a lot better if you can see it coming. While yes the cluttering is a problem,(should be address separately) I think having an idea of when a big hit is coming will allow for someone to actually put up the proper defenses.
(edited by Arken.3725)
I was looking over some changes to the current profession I play(Guardian). Some of which would allow for more mobile play. For instance, i’d like to see the ability to trait for symbols to be mobile auras. This would require a master(or even a grand master) slot.
-More soft CC. Probably through GS/Sword since these are more about direct confrontation than actual hard CC. Zealot’s Defense could apply one second of Cripple per hit, Binding blade could cripple your opponent(s) upon hit instead of a pull. Or rather, it would apply cripple but then it would be removed of the Guardian chose to pull.
-Mobility: I believe the trait Focused Mind should also apply some Swiftness as well as Fury. I’m not sure how much but one of the biggest issues the Guardian has is sticking to their target.
-Rework of Virtues: As it stands, the passive of each virtue, in my opinion is lackluster. I’d these to eventually be changed to maybe be more like stance? Sort of like Elements for the Elementalist.
These are just adjustments i’d like to see off the top of my head. The numbers could be reworked but this is the basis for it. I’d like to see others post what changes they’d like to see to their respective professions.
Sounds good man, just trying to help
. You could also do Supreme justice instead for more damage.
Fair enough. I’d also take 10 out of Honor and put it into Virtues for stability. I only say this because Pure of Heart is pretty lackluster and since you’re not running much Aegis activation, it might benefit you more.
Not a bad video, only thing i’d change would be to use shelter instead of Litany of Wrath. What’s your build?
Some changes are decent while others I wouldn’t bother with. For instance, the proposed changes to Sigil of Energy sounds fair. However, reverting say Signet of Restoration back to its original form is most certainly not. If you’re going to revert this skill, i’d say make it so you have to hit your opponent to produce any healing instead of just blindly spamming while retreating.
I’d like to see the numbers with the suggested changes. As far as i’m concerned,(Guardian perspective) the only change I see worth looking at would be the Renewed Focus duration increase. I love ya bear but the rest honestly don’t make much sense to me.
Unfortunately without any real engage skills/ranged capability, you’re going to get kited into the ground. Reason I don’t count Scepter as a viable choice is because the majority of your damage comes from the AA which misses way too much. I would take 5 points from Honor and put it in Virtues for Absolute Resolution. You need as much condi-clear as you can get.
While this also has been discussed, I do believe there should be an internal cd on Lyssa runes. I don’t believe a Runset should define a profession. Now I understand most professions run it to fight the condi-meta and I sympathize. However, this as well as a reduction in AoE-condi or just Conditions in general would be a lot more appealing.
The heal is very under par. The biggest issue Guardian’s have is sticking to their target to do meaningful damage. Since the basis behind this healing skill is to keep doing consistent damage, therein lies the problem.
From the list of critical hit sigils, I honestly don’t see anything significant. Some of the traits though, are indeed game changing. Which is why I proposed a counter system in the op.
Who is this scrub Ken….;). Nice build man.
I think if you did that, the basic damage of each attack should increase proportionally to the damage lost. I’m fine with that to be honest.
None of us are here to just target the Spirit Ranger. We’re looking at all aspects of the game that could use adjustments to make it not only better for us players, but a much better viewing experience for the audience.
Another idea to address Elites is to make the ones that replace your current skill bar instead of the “one and done” skills to be more effective. A lot of us take the easy route when it comes to skills and in truth, they’re more effective than the ones that will replace your skill bar with new abilities.
It’s good that some of us are trying to come up resolutions to some of the games balance issues. And to Locuz, I wasn’t trolling. Finding better ways to make the game more fun through more fair fights is something I think we all look for.
There are risks for a lot of skills in this game, might-stacking as a Guardian requires you to stand completely still without use of any skills(shouts aside). More skills need to be like this, the risk for a great reward.
It doesn’t even have to be on the UI, it could be above your character’s head. Either way, I respect your opinion but I disagree. Regardless of how you tone it down, it’s still mindless play which, to me, should never exist.
Here’s another idea: If you’re going to balance different skills when it comes to mobility, static skills(ones that require pretty much zero movement) should be more powerful than those that allow you to stay mobile. While this game is all about mobility, remaining within a small area to gain benefit should be significantly higher than those that work regardless of where you are.
I’m sure it’s a little more complicated than that. Dodging is a very important mechanic in this game that allows for skillful play. One of the issues I’ve seen is that in a lot of cases, there’s so much you need to dodge because it seems like everything triggers such a negative effect on your character that you’re almost forced to have permanent vigor(energy sigils) just to stay alive.
(edited by Arken.3725)
I honestly think it should have been kept the way it was. From an spvp perspective, it was one of the few options Guardians had to make a condition damage build.
I’d also like to see a pretty decent reduction in AoE damage, both power and condition. As it stands, there’s no reason for someone to focus on single-targetting when AoE is supreme.
Excellent response jcbroe, couldn’t agree more man. I honestly believe we all want this game to thrive(pvp wise). Even though some of us may come off a little too compassionate, we all want the same thing.
Just looking to make this game better. It will never be perfectly balanced, but i’ll do my best to help get it as close as possible.
Excellent points, all should be taken into consideration.
It’s hard to disagree with a lot of concerns here. As someone who’s primarily played Tpvp, I can say that there’s still a lot to be desired.
Appreciate it, I just want this game to flourish(pvp wise). It’s got the greatest combat system of any game to date and the balance issue is what’s holding it back. No game will ever become perfectly balanced however, you can do your best to get as close as possible.
That’s the thing, the combat provides so much promise just it’s stained with too much passive skills and mindless play that’s rewarded way beyond those that actually require some thought.
This is my first topic made on the Spvp forums so here go my thoughts on the current state of pvp and the outlook on Esports. While many of us have our own idea’s of what needs to be adjusted and what pvp needs to be relevant and how we should be rewarded. We all have idea’s of what should take priority, whether it be balance, rewards or whatever. Here’s my take on it,
Balance should take presedence above all else for pvp. For me, a somewhat balanced fight against another player is all the reward I need. The recent changes to glory and adding vendors in the HoTM are nice but honestly, balance should be the #1 priority. I’m not saying you can’t do both because i’m sure they’re different teams for different content.
Here are my opinions on what needs to be adjusted:
-All proc on crit traits should be changed to a counter system. What I mean by this is instead of it being a mindless proc on your opponent, let it trigger every few critical hits with a counter on your bar so your enemy knows when to dodge/block. This will promote counter-play which is great for balance. This should also apply to passive traits that apply too much of a benefit without any thought process involved.
-Adjust Defensive/Condi amulets. I don’t like the idea of having amulets that are both tanky and provide damage. You’re getting the best of both worlds, this should NEVER happen. You are supposed to take a loss in this game when you spec into something. Whether it be damage, support or bunker. There needs to be give somewhere.
- AI/Passive skills should never see the light of day in a tournament. These skills should be available for new players to break into the game but should never be taken seriously. These specs require little thought involved and provide too much benefit.
-Skills that require effort(activation) should be heavily rewarded compared to those that do not(passive procs). This goes back to my previous points if you are to keep passive skills/traits as reliable as they are.
If anyone here has any other suggestions, please post it.
You have my backing, I have a few rules of my own but we can go over the details if you’d like.
Regardless of how many meditation traits you take, the skill itself is a mess. Too easily countered, smallest base heal in the game, not even on a short cd and of course it’s a skill that requires you to be constantly on your target which the Guardian profession has the biggest issue with.
It just doesn’t seem like the feedback given is actually being taken seriously. What’s the point of putting out notes ahead of time and asking for feedback and not change a single thing?
I honestly believe this was the wrong direction to make DPS Guardians more viable in pvp.
Alright, after playing about 10 matches of Tpvp, I can honestly say that Lithany of Wrath has to be one of the worst healing skills I’ve ever seen. It’s too easily countered, the base heal is probably the smallest of any healing in the game, it has a long cast time and you’re giving this heal to a profession which has enough trouble sticking to their target to do any meaningful damage.
Here are my thoughts. This skill will be amazing in PvE and WvW. I don’t think I need to explain why, it’s quite obvious. However, in tpvp, this skill is too easily countered. With a plethora of hard/soft CC, lack of swiftness, good luck landing any meaningful damage.
That doesn’t seem like it would go with the Meditation style of play that only affects the Guardian.
Not sure if I agree, can’t tell you how many times I’ve been interrupted while using Shelter and then i’m royally screwed. I would personally love a short cd heal like other professions with some risk involved.
If it does indeed act based around damage done, the amount of healing should be pretty significant (spvp) seeing as how the lack of mobility can usually screw over a guardian from putting out any damage.
A quick update, I won’t be able to form a team. A few too many things going on, sorry to those who tried out.
Ok my internet is fixed, for those still interested, please come on my server and/or message me in game. Arken’s house of pancakes is the server name.
I’m not really complaining about getting buffs it’s just I don’t think a lot of these were warranted.
Indeed, the ability to bury conditions is what’s lacking. You put an insane amount of burning on a target but it’ll get cleansed just as fast and then you’re left with nothing.