Did u guys watch cakewalk guild’s Vaans latest berserker roaming videos? He fights outnumbered easily while maintaining healthy healing…its quite unreal
I did. The quality of opponents they face is regrettable.
However you have bought up what all universal players already know. (Universal=they HoTM, WvW,PvE, raid, fractal)
Berserker is not as strong universally as it might be in HoTM. When players ask for nerfs they seem to forget, or simply just don’t care about the roamers, the raiders, speed runners.
Get anyone of these players asking for nerfs to roam in wvw with a condi warrior and they’ll soon recognise they aren’t as strong as they thought they were. Just because durability runes, mercenary and minstrel gear etc don’t exist in HoTM doesn’t mean they are gone from the game entirely. It especially doesn’t mean if you nerf some professions offense that a few million HP will be shaved off some bosses that are on timers.
This is exactly why this game had a berserker meta for the first 3 years, because anything was just a time waste.
I also enjoy that 21 days this was all directed at condi mesmer..which nothing has changed there, the lynch mob has mobbed on to its next scape goat was to why they aren’t winning.
Reality check 101…
Rev still has insane damage and CC
Scrapper is still massively tanky
Ele still has impressive healing and auras and little else
Dragonhunter is below par
Thief has had an indirect buff
Mesmer is still the aphex hunter
Necro is still the silent achiever
Ranger is still a nerf dumpster
yet, warrior is the profession called into question about what is wrong currently. Where were this vocal group a year ago when warrior was trash tier?..probably on their D/D celestial ele talking about how ele was well balanced and fine.
A lot of people dropped warrior due to their blue chip nature..sometime they’re up, sometimes they’re really down.
because of this, it seems people have gotten how to deal with them. I felt my warrior had become stronger this meta, then I played rev. I haven’t met a warrior yet that whilst playing rev didn’t get anmnihilated.
With only one stun break in outrage that they use to follow through head butt their playstyle is magnificently predictable. They also still have the most O.P animations.
Combine these 2 together and you may have a burning/bleed death machine..but its a machine that is entirely predictable and massively over telegraphed and communicated.
The more I play thru my alts, the more I am finding it is warrior that can’t adapt. It has a entry level build for power and condi and both adhere to the exact same mechanics to be successful;
Head butt-outrage-berserk mode..
it’s laughable people are struggling with this when you already know what they hoping to achieve the moment you see one.
They have to use their only stun break just to use their own skills. They have tonnes of cleanse, but no protection for direct damage. Their ranged attack is slow and their leap finishers and gap closers are jerky.
Sure, they can produce a lot more damage now which is great for raids and fractals and big bosses that don’t move, but against live players they still have limited team benefits, no deversity in how they are played, highly predictable and pretty much only well suited to defending home.
my 2 cents worth..
Power has a lower end damage output and higher end dmg output. Weakness affects whhether you get higher or lower.
To get the higher end you need viable power stat, good or great precision and good or great ferocity and as much fury as possible.
Conditions to the same damage across the board, but expertise helps.
Have conditions also have lower and higher outputs. Critical hits that cause conditions do more tick damage or longer ticks, non crits do less. Then finally fix players over writing each others conditions so lower end conditions stop over writing higher end.
Adjust condition stacks so when they reach max stacks they get deleted, but cause a one off effect.
25 bleeds=hemophrage. All the remaining damage duration is applied all at once and is mitigated by protection.
Confusion=embolism. All remaining damage etc etc
Chill=hypothermia
poison=septicemia
(edited by CntrlAltDefeat.1465)
Condition Immunity – this is the Resistance boon so more access to it?
Condition Reflect – Mesmers have Arcane Thievery which transfers conditions to a target and Necros have something similar I think.Personally, I’d rather see more access to Resistance but not at the Warrior level.
plague signet.
Sigil of generosity.
Resistance can be stripped or corrupted.
Mesmer have strip. Necro has corruption. Either way, resistence as a condition control tool is useless them.
Don’t even touch Adrenal Health until you touch on the sustain other professions are running.
It’s keeping us in those fights now, I don’t want to hear about some very trashy players not dodging easy bursts, or dealing with the Warriors running LB to keep it up (pro-tip, LB defenses aren’t high).
Honestly, you want to know why PvP is so imba? These threads are a factor, when such drivel gets in the way of good suggestions it creates a vague direction that Arenanet can’t take with balance.
We literally got this as our only significant buff from S2, where people were quitting matches before they began due to us just playing a Warrior, demanding we flip professions or we lose.
Warriors were always fine 1v1 in season 2 vs most classes. They also could do seriously bad things to other teams running a burst build. What they didn’t have was sustain and that alone kept them from the meta.
Thing is I played with warriors who were paired up with eles and druids. With that kind of support in season 2 I saw warriors WRECK teams.
Now we fast forward to now and warriors have once again become a faceroll easy as kitten class. What warriors REALLY needed was to have the other classes brought in line with their specialization. Instead anet once again misses the mark and makes warriors the class for beginners.
Necro is the beginning profession.
Select snap ground targetting.
Elect reaper line.
Choose scepter.
Take shouts.
You now have a profession where 80% of their attacks on one weapon can’t be blocked, and their other weapon applies bleed, poison and corrupts boons. You can also summon minions and use shouts.
You literally have a condition, corruption, shout minion, plague sending build with a second health bar. Not bad for a beginner to have access to all that in one build.
How about you try to dodge his burst so adren hp wont even pop at all ?
This is not about common sense. We are not here to let logic take presidence..this thread is about revenge for those few times a warrior out played us.
I main warrior and warrior with berserk in general is indeed to strong at the moment, at least with reference to the condition builds.
Cleansing irse combined with the 33% cooldown reduction of berserk f1 skills is just too strong. You can cleanse every 2-3 seconds three conditions for free with longbow, which is just sick. Together with adrenalin health heal the sustain is god like.Considering now the condition dmg output with longbow and mace it’s not hard to say that warrior is defintly over the top at the moment with one specific build.
Either the 33% cd redcution trait should get removed or cleansing irse should get an intern cooldown of 5-8 seconds. Adrenalin health heal should get nerfed by 30% and should scale better with healing power to compensate.
“I main warrior.” “at least with reference to condition builds.”
So, in order to tone conditions builds, you believe power builds should be kitten entirely. For someone who mains warrior you seem to have worfully poor knowledge of them.
one of these things needs to be toned down imo
-Adrenal health
-potential cc which helps land f1 to gain adrenal health, not to mention lb f1 procing it regardless of landing anything.
-quickness in berserk modeI wouldn’t mind warrior having their current adrenal health if they didn’t have such an easy time landing it, cc utility, weapon cc, taunt, tons of stability… these things make it really hard to avoid them when they want to berserk mode and burst you.
Please be quiet.
If you choose taunt, you forgo eternal champion (stability) If you elect balanced stance for the stability you forgo the much needed rage skill to break stun.
There is no ‘tonnes of stability’ and ‘taunt.’
As for weapon CC…you mean the wet noodle shaped like a hammer?..or you mean mace which does low power damage on its all power move set and yet has a condition stacking burst? If you spec condi all your weapon skills are useless, if you spec power they all hit like a gentle breeze and your burst is ineffective.
As for, ‘all easy to land’ this the same for any melee profession you allow to stick consistently within 180 units of yourself…all there hits will ‘easily’ land. Warrior is no exception or different in this regard.
Try playing warrior without adrenal health. You’ll see its not OP, but entirely needed.
Welcome to the world of revenant. The only profession in game where its weapons provide 1/2 to 1.5 second evade frames for free.
You’ll see a lot of people in game QQ about sword being this or that and overall weak. These complaints come directly from people who don’t make the most benefical use of weapon swapping and have a mindset that revenant is entirely about DPS.
Revenant auto attack will never out perform thief auto and their direct DPS will never match warriors. Their ranged DPS will never beat ranger and their AoE damage will never out perform elementalist. Their sustain doesn’t match scrappers.
However their access to basically every boon in game and the ability to share it, their use of stability of dodge, their use of massive stability removal and break bar and their horrific amount of movement skills and evade frames makes them overall one of the top tier Pvp professions.
If your content playing story mode and just spaming the first three skills on sword, you may as well pick up a warrior.
If you aim for fractals 80-100 where dodges remove boons, conditions are randomly placed on you and getting optimised DPS requires fast break bar, then rev comes entirely into its own with being able to single handedly destroy break bars, re-apply boons consistently, provide resistance where needed and automatically provide natural tick healing.
A question to the community,
Recently I upgraded my computer. As with all upgraded computers I have had to deal with the burn in process. After downloading the gw2 client 64 bit of 25g. I had critical process errors with windows, corrupted registry issues and needed to reboot in safe mode and got caught in the endless reboot cycle and needed to revert back to a safe restore point in order to clean up my registry and operating system. After all this pain the system restore removed the gw2.exe file but has left all the .Dat and .tmp files.
Is there any way of restoring the .exe file as I still have the necessary .dat files in all there 25g size.
My thought stays the same tho, using any of those you will become so squishy that you will not be able to fight in a group fight.
Then don’t get involved in group fights. Do what thief has done for the last year. Avoid any form of group fight. Complain about it enough and anet will buff your auto attack damage to compensate for your overall lack of sustain.
Warriors are masters of weaponry who rely on speed, strength, toughness, and heavy armor to survive in battle. Adrenaline fuels their offensive power—the longer warriors stay in a fight, the more dangerous they become.
Considering this, the warrior is exactly what it’s supposed to be, as far as flavor goes. allow me to explain.
Master of weapons
Right now, the warrior is one of the few classes that can honestly say that they can use any weapon in their kit. Mace has hybrid condi/power builds, Hammer has power and hybrid power/condi builds/ sword has condi builds and hybrid condi builds, axe has power builds, greatsword has power builds. Almost any weapon combination you can think of has a viable build attached to it.Adrenaline fuels their offensive power
This is very accurate. Between burst skills, berserk, and primal bursts we rely on adrenaline to perform at our peak.The longer warriors stay in the fight, the more dangerous they become.
Considering that the best way to defeat a warrior includes denying them adrenaline, i’d say this is true. I know that the longer i am fighting the more dangerous I become. At the start of a fight I’m vulnerable to burst damage (down to 50% hp then my defy pain kicks in) but once I get off a decent burst I’m extremely dangerous for the next 15 seconds.Warrior is exactly where it needs to be, and other professions should be leveled out to match them. Warriors right now are tough, but they are not unbeatable. They are strong reliable +1s. In fact i think the greatest strength of a warrior right now is that you never know what a warrior is going to be until they get up in your grill and start going to town.. will you face a Hybrid? Power?, Condi? Is the warrior running CC? So the warrior has a mace and shield, but that does not mean he’s running Hybrid? He may just be a Power CC build with massive burst and lock down potential,
Warrior has many weapons, and all of them flawed and confused.
Hammer is weak and dilute. It is so under powered you don’t even see it being used in PvE which features the most amount of trash targets. Its burst has an annoying after cast and it it is too telegraphed to be useful against anyone with sound hotkey set up. Even if you do manage to string some hits together consistently, the damage is forgettable. Each weapon either has underwhelming abilities (warhorn) has jerky and ugly aftercasts (flurry) or is telegraphed overtly (one hundred blades) or has terrible pathing issues from launch (savage leap/rush) or undeniably long cool downs (off had mace/axe) or painfully long projectile speeds (longbow in general)
Mace is seeing a lot of game time at the moment only because it is the lesser of all the evils. The added block, and traited reflect make it useful and with taunt it can be used some what well in HoTM. However in wvw dueling area’s a simple power druid will kite for days and shame you for even trying. With full berserker ascended gear you’ll be lucky to see it crack above 6k on its burst. In hybrid builds its condition duration length is not long enough to promote any sort of persistent threat unless your running perplex runes.
Warrior contrary to people beliefs does not become stronger the longer a fight goes. The longer a fight goes, the more likely their must have stances are used and the weaker they become. If they fail to burst anything down and keep it on the back foot, the warrior will most likely lose after its defensive stances have been used.
The simple reality for warrior currently is even in HoTM with a marauders or destroyer amulet they can’t consistently out damage a healbot ele…they can’t snare a kiting druid consistently…they take forever and day to down a scrapper..even the most vanilla MM reaper can scale toughness to the point that burst skills on crit do under whelming damage.
The issue of lack of creativity only became grossly highlighted with HoT. Berserker didn’t change how warrior played. It just made burning condition spec’s an option. However all the same issues warrior had from day one are still present. Whether it be badly placed traits in odd tree’s or jerky animations..nothing really got better for warrior, it just became slightly more bearable.
Warrior is a nice profession to play when you wanna crush inexperienced players, but beyond that other professions shouldn’t be bought down to warrior. Warrior is a quagmire of odd placed traits, under whelming skills, baked in must have ultities and weapon sets that desperately needed quality of life improvements 2 years ago. No matter the changes they make, warrior doesn’t change. The prime example of this is all heals were improved, yet healing sig is still the go to. Utilities were brushed up, yet banners are still what we take in PvE. Shouts are regrettable. Signets still take a back seat to stances.
Sure..you will see a petty few warriors dominant from time to time, but they are the exception and not the norm. Even in these situations it mostly the other person lost and not the warrior actually won. There is a very good reason no one has used a warrior in any ESL or pro league for quite some time now..they just flat out under perform.
So yeah, warrior hasn’t just lost its flavour..it’s bland and insipid. It lacks a dynamic feel and presence. Nothing represents this better than the statement, “elite skills are skills that when used efficiently can change the course of a battle.” Now think of stealth gyro, moa, entangle and all the other elites..now think of rage signet. Rage signet isn’t changing the flow of any battle.It is just another under performing skill warrior has that makes them disposable.
As self confessed, you have less than 100 hours on warrior. I also suspect the mesmer has very limited hours as well.
The reality is that for the majority of the duel you had at least 2 conditions on you. If you watch the mesmer and time them, they never had more than 2 for longer than 3 seconds.
Your head butt and shield failed consistently to ever stun them in anyone position. this is because phase retreat was used to GTFO quickly. If that isn’t available, their also blink, or decoy or distortion. The mesmer had you in gap closing mode for the vast majority of the game.
The mesmer entirely let themselves down with failing to set up and execute their shatters to connect with you. If they had done that properly the amount of stacks wold have overwelmed you and the amount of continued interrupts would have effectively denied you any sort of counter.
The ultimate truth here is that you didn’t win..the mesmer lost by not making great or effective use of their skills.
I appreciate the contribution, but both players here don’t have the profession depth on either warrior or mesmer to conclude warrior is a hard counter chronomancer.
What title says.
Mesmer is quickly becoming a second elementalist (the king of useless elites). You, the ArenaNet balancing team, nerfed Moa… while the problem is not at all moa.
Let me give you the statistics:
- 1 sec cast time
- 180 sec cooldown
- previously 10 now 6 second duration
- can be interrupted, dodged or blocked
- changes opponent in moa: replaces weapon bar, heal-utilities-elite are inaccesible for the duration of the transform.
- It doesn’t stun, it doesn’t heal, it doesn’t even damage the enemy of it’s own accord.
- Transformed players can still attack, dodge, run away.
Similar skills, which are not a debuff transform on the enemy, but a buff transform on yourself are: rampage on warrior, plague form on necromancer, tornado on elementalist.
Rampage is probably the best-known of these and has the same 180 second cooldown but a duration of 15 seconds. Plague comes next with 180 second cooldown and 20 second duration.
TLDR: nerf continuum split, not moa
“It doesn’t stun, it doesn’t heal, it doesn’t even damage the enemy of it’s own accord.”
So, what your saying is that it doesn’t really do anything?..if that is the case, what’s the harm in reducing its duration?
You have to remember skull crack stunned a target for 4 seconds." heal-utilities-elite are inaccesible for the duration" However can be broken by a stun break. This was enough to see skull crack slowed down and over animated.
You keep making cross comparison between skills, when historically anything that has disabled an opponent for more than 3 seconds has been nerfed in some form or another.
Underwhelming.
Mesmer moa should not have been affected by Contin. Split in the first place and this would have resolved the issue. Over all the escapes and defense on a condition spec mesmer is overall reasonably strong. Having access to blocks, blinks, phase retreat, respawned clones, some distortion, blurred frenzy, stealth all whilst having access to bonding condition ticks is creating a build that is garnering animosity from the community. This animosity snow balls into endless amounts of QQ and next minute mesmer is bashed with the ugly stick again. Mesmer has under gone too much of a roller coaster ride over the years because of builds such as this that your average John Q rages about.
Scrapper sustain is still an issue. In scrapper line the pay off’s are still too slight. Min max the benefits of perfectly weighted etc and adaptive armour so scrapper can spec into heavy defense, or offense but not a even mixture of both.
Is to get rid of the passive tick on confusion. It should have never been added in the first place.
Another great suggestion to ruin warrior even more.
If you look at the right hand defeat log, it seems the dragon hunter is more responsible for the mesmer defeat. They have been credited with dispatching the rev and mesmer. That display only lasts for a 10 seconds after a stomp/or cleave out. So it seems in image 2 all you have shown us is you stomping a mesmer clone as the drgaonhunter finished off the rev and chrono in a single go.
Thief.
They are pretty much much what every martial says about a punch.
“Easiest thing to do. Hardest thing to master.”
Their mechanics aren’t difficult to get your head round. Its their ability to be 1-2 punched by anything out of a game that makes them a steep learning curve. Get sloppy with them for one second and the duel is now heavily disadvantaged against you.
The next most difficult is warrior. Very little of what is stated about warrior actually works. Many of their skills rubber band, glitch, don’t match their descriptions or do what they are stated to do. Once you learn how not to emphasize their short comings they become a fun profession..but the learning of what works, what doesn’t, how to make this actually work etc etc is the hard part. Thats why many people laugh at warrior..until they come across a good one.
revs have legends that specialize in dealing with conditions, you don’t get to pick and choose and decide that the current strongest power build in the game whose only weakness is to conditions get to have amazing condition cleanse too.
you don’t get to have your cake, eat it, then ask for a second cake and a pie too.
Thieve’s have the strongest direct power build. They also have cleanses. Seems if you pick and choose professions you can have your cake…eat it..and throw a pie in their face. Warriors also have some very strong hybrid damage builds that also have cleanses. I guess they get to have cake, eat it, throw a pie in your face and then make you pay for the cost of that pie including shipping and handling.
Not too sound rude, but this whole “cake and eat it…” thing isn’t credible.
By this thinking it is reasonable for players to also say, “Necro..you don’t get have one of the strongest conditions builds, cleanses, minions, toughness and shouts all in the same build”..Yet currently they do have all 5 in one build.
Just saying.
Glad they take time to respond to kitten kissing but zero time discussing upcoming balance changes or getting community feed back on the hot pile they just foisted on us. This type of fawning bs is why they suck.
You’re like that guy that gets drunk..calls up his ex girlfriend at 2 am in the morning just to tell her how much you don’t miss her after she dumped you.
The community asked for chill to be toned down..it was…
They asked for more warrior sustain…they got it..
They asked for condi cleanse and sword rework for thief..they got it…
They ask for traps to toned down..they got..
They asked for scrapper to shaved..they got it…
Power memser is making a return..after how long?..mesmers got it..
they asked for search and rescue limitations..they got it..
The ask for fractal changes…they got it..
They asked for better rewards…they got it…
They asked for skyhammer reworks..they got it..
they ask for foefire lord reworks…they got it…
Take a deep breath guy..it’s a game..it appears pretty strongly they did listen..
I haven’t played too many matches yet, but have seen some very powerful spike damage mesmers and hybrid mesmers. I was happy to see a legitimate power build being played.
I am happy to see how this plays out. At this point it is only a opinion…in 3 weeks from now it will be an ‘informed’ opinion.
They represented themselves well.
To be fair, it was competitive, but you could see mid match there was some experimentation on inter profession combinations going on and premium on running ‘out-of-box’ builds instead of standardized meta builds before the focus became conquest again.
My team were happy to have the opportunity and it was blissfully a game with no salt and insult being bantered round.
It made for a reassuring presence to see changes being tested practically and against ‘your average joe.’
Just finished playing a match of PuGs vs Anet competitive team.
The score didn’t matter (we won)
Got pawned by some..pawned others.
I seriously believe more allocation of time to staff to immerse themselves in actual pvp matches is a good thing. Everybody had a good time. It gives the best kind of feedback and keeps faith levels high that staff are actively in game testing builds and seeing what others do.
Easily the best game I’ve in months..if nothing else, just for the moral lift that the balance changes are being reviewed via actual in game time as opposed to metrics.
It’s easy to get a grip on.
Take for instance, the term ‘burst.’ This refers to sudden and massive increase of damage. Formerly this was known as a ‘spike’, or ‘team spike’ because the overall D.P.S on a target suddenly raises. However ‘burst’ is also the in game mechanic name for warrior f1 skills, A.K.A ‘burst skills.’ So when a warrior ‘bursts’ they are ‘spiking’. When anyone else ‘spikes’ they are ‘bursting’. I feel this should clarify it for you.
However to give another example, “C.C” is crowd control. This means controlling ones target or targets. This traditionally has meant stun locking them so they cannot do anything to prevent the chain of actions. However more recently it also applies to crippling, immobilising etc…which traditionally was known as ‘snaring’ or ‘debuffing.’ So when a person ‘stun locks’ you to the point you can’t do anything this is being ’CC’ed’ however, if you’re just crippled this is also known as “CC’ed” or ‘Soft CC’ed’ which in actual fact is snaring. So basically if you snare someone or worse you have CC’ed them and if you stun lock them this is also ‘CC’ or stun locking..However crippling is not ‘stun locking’ even though both are currently referred to as forms of ’CC’ing"
No go forth with tbis wisdom and play round with ‘burst spike CC’ing snare stun locking.’
Announced changes linked on forums, from a reddit account, that has linked it from facebook in Germany.
Good to see transparency in communication is high.
Make these changes and then play fractals.
Particularly play against old Tom where every critical hit creates a boon. Maybe try fire Shaman as well. Then give them a whirl at lvl’s 90-100.
If you can’t keep in mind balance changes effect the whole game, then you’re not the best person for making suggestions.
With these changes even completing fractal lvl 40-50 would be enough to kill half the community.
It will be even better because those who arrive legendary have to be careful not to descend back to the diamond, the queue time will be high with or without a division loss.
Most that S2 arriving in legendary, gave up playing pvp or created another account to play again, I believe that with a fall in the division would be better to solve this problem.
That makes zero sense. If I make it to legend and there is potential tier loss, unless I am an ESL player I’m going to stop playing period. You say that most in S2 legend stop playing PvP, if you add division drops I can guarantee that it won’t be most people stop playing PvP, it’ll be majority stop playing PvP in legend.
There is zero incentive to risk losing legendary or even diamond.
Then you don’t deserve to be a ‘legend.’ The greatest legends this planet has ever seen were not the ones that retired the moment they became champion..they are the ones who defended and held their title. Mohammed Ali became champion after ten years of not boxing and being stripped of the title. The recently crowned all blacks held their champion title and became the first team to win back to back titles despite not having the same team has 4 years earlier. Any soccer team can be relegated from the premier division, yet funnily each year their is some teams that have never been since the premier league started in 1992, yet overall in the entire sports history in Britain every team has been relegated at least once. In other words good teams that have been relegated soon won their way back to the top of the premier league again. Legends of their sports don’t fear the losses..they look forward to the challenges. That is what makes them a legend. Doing well in a 30-40ish day period is far from even remotely scratching what it means to be a legend in any competitive scene. It you got to legendary, then resign because you fear losing and dropping down a division..well, I dare say you were a one hit wonder and never a legend to begin with. This is why people have mad respect for the player supcutie..he may not always be on a ESl winning team, he may not win every 1 vs 1…he may not make every game deciding play..but he is always in legend division..always welcoming of the next match..goes out of his way to make tutorial vids, do podcasts and generally behave like a legend..because everyone knows he is.
Just my 2 cents worth.
If amber is beginner and legend is highly skilled..
One can get into ruby (above average.) with more losses than wins.
With Tier safe guards early on one can get into diamond (skilled) with 50% win/loss. It now all about volume of matches played and momentum going into high tier sapphire/low ruby.
With division safe guards one can fairly get to legend (highly skilled) and lose their next 300 matches and remain’ highly skilled’.
They need to return to hero arena from gw1 and have division losses. Ultimately skilled players with their professions will defeat other players. With the addition of AI companions that can be swapped at match start and micro managed players with solid rotational understanding and of overall current build popularity, or with good knowledge of build synergies will ultimately progress. It satisfies what most good player or above want. The ability to get good with their profession professions versus actual other players and also ticks the boxes of players who enjoy making smart rotational decisions. It also favours players who take the time and enjoying playing multi professions and being up to speed on what each of the professions can do.
Necro’s are stronger than tey have previously been. the only time they have been this overall strong was dhuumfire patch.
However they are slow…painful slow..
They have their sponge HP life force bar, but using it removes 50% of their skills and it drains even if they do nothing at all.
If you remove reaper..and therefore 70% of their chill and damage on chill, all you have left is a vanilla necro. The same vanilla necro that has been habitually kicked for the last 2 years from every high level fractal, pvp and dungeon team. Without the chill factor they have currently and the condi damage that goes with it..they simply return to what they have always been. A living story profession.
After 200+ matches I noticed some trends.
Out of 200 games;
Only 3 of them were the final score 30 points apart. The rest were either wins by 200+ points or losses by 200+ points. This suggests teams were not as evenly matched as what was hoped for.
As a legendary champion/shadow/phantom/legionaire I rarely saw titles like this in ranked, yet in unranked I am paired with them every 2nd or 3rd match.
In ruby and diamond I was still seeing players not communicating, not talking, not pinging map, not rotating, fighting way of node, refusing to alt swap. If amber is beginner and legendary is pro..well, as each division got crossed you notice that amber extends all the way to legendary.
Necro/engi/ele featured spectacularly more than all other professions combined.
Guardians were only ever one build and one build only.
Druids were all minor variations on one build.
Necro’s were 98% the same exact build.
Engi were all the same.
No one ran a non HoT elite spec that i noticed.
All the 5 man premades I faced when 2 or more people in my team had cued got thoroughly destroyed all but once. (One of the very few games where only 30 points separated us.)
There is people in ruby/diamond/legendary that have ultimately lost more games than they won this season. I technically can be diamond with a score card of 150 wins and 175 losses. This defeats the purpose of a glicko 2 MMR system. Divisions need to be able to be gained and lost.
A lot people cruised to sapphire t3-4 without a single loss and then notice their teams and matches became wildly hap hazard in quality.
Conditions were heavily favoured over power builds.
I had fun. I used to Pvp heavily, but these days I time starved. I can only play a few matches a day at most..some days I don’t play at all. When this is the case, there is no real reason to play. I can easily obtain a legendary back piece through fractals faster and with more consistency. I also just didn’t dig the back piece. So if instead I focus on unranked (where i see a lot more profession representation and players get better.) There is no real reward for achieving a champ status beyond getting some achievement points and another title to add to the list.
All in all hotjoin is a toxic beginner zone to introduce people to Pvp and have them learn that builds and play style are only 50% at most of the game and rotations and positioning are crucial to winning. Unranked provides no real reward or guarantees well balanced matches. Ranked is only suitable for those who have the time and patience to grind to the division where their ego is satisfied now (My apologies to those who didn’t grind..but they are aware of what I mean by that statement.)
Battle of champions dusk occurs far too regularly.
Skyhammer, khylo, spirit watch were all heavily down voted in favour of legacy and forest.
These are just the observations I have gleaned when looking back at collected data over my previous 200 games.
The greater the the video card setting you have, the more ‘attractiveness’ you get from many armours…particularly the shader settings.
However..it is a massive cash cow going unexploited. I get the feeling not many like the outfit concept and instead preferred armour sets.
Thanks for your reply. I did try it with weapon auras as well, the 6th one doesnt seem to be changing anything at all? is it normal?
The thing is that the maximum duration I mentioned was probably implemented in the last quarterly balance patch in January/February(don’t remember the date). So while this was done, the rune never received any changes. It used to be a good rune but it’s redundant now.
Hmm makes sense now, in fact I was wondering the same, that is why I asked if I could be refunded. Since auras can’t get more than 4 secs duration, we shouldn’t have this rune in game anymore. I bought this rune to try it out and figured it’s not working.
Do you think they will refund for this and remove this rune?
They didn’t refund anyone who purchased 2 of the same ascended trinkets only to find out you can’t use trinkets of the same name. I’d say your out of luck..but congrats on your new purchase of radiant runes.
have you heard any praise for any aspect of pvp in the last 2 years?
So yeah…the community is that small.
I’ll add my prediction.
nerf nothing.
Invest more in esports.
I find it incredible how some people write down rework ideas for elementalist that are completely over-the-top broken, while also being completely cancer (30% chance to stun for 1 sec when in air, mate)
Mate, you need to learn to pay attetion.
Its 30% Chance on critical Strike.
Even if you have 100% Chance to Crit (which i think like 89% is soft cap for most classes) you still will only stun once every 3-4 attacks (well the may says that, but its realistically every 5-6).
That is not over powered at all. It just gives air a little time to Kite, cc etc.
here is a suggestion
Try something like“hey mate, i think this might be op, do you think we can change it? how about making it a slow instead”.
You know i am not stuck on these changes fully, i just want to try to help ele go back to damage(aka cele ele), and while keeping the possibility to bunker (even better then now if only in earth).
Just for you i’ll change it
Hey mate, sigil of intelligence gives 100% chance to crit for 3 attacks after weapon/attunement swap and is on a moderately low cool down.
Hey mate..ele already has 100% fury up time when they want..
Hey mate combine this with perplex runes and ele will be creating a tidal wave of confusion stacks every 3 seconds with shocking aura.
Hey mate..you’ve just designed the most toxic roaming build in wvw that anyone could imagine.
hey mate,..lets remember these balance changes will affect every other aspect of the game outside of HotM.
My stated observations all make sense.
The maths supports the observations.
The game is not in need of balancing on this issue.
Neo can afford to take the blue pill on this one. He is not needed to balance the equation or the matrix.bullkitten.
you didnt do any math. and you havent drawn reasonable conclusions from your observations. simply saying “there are 96 projectiles and 23 projectile hates so nerfs are unnecessary” is not math and is not reasonable.
All info is taken directly from information freely supplied and endorsed by arenanet.
The Observations are solid regarding ranged being inherently defensive.
The numbers are solid.
Throwing out “bull kitten” is a cop out.
Don’t get angry with me just because you never understood logic and premise and weren’t very sharp with numbers.
The available amount of projectile skills, their respective cool downs, their capacity of range and use far exceed any defense mechanics against them. That makes it a numbers game. When Value X exceeds Value Y then value X is greater than Y…there is no arguing this.
However maybe, just maybe you understand economics..you know, the study of allocating scarce resources ..
When Value projectile is high and Value projectile hate is low, and Value projectile hate is needed to counter Value projectile that makes Value projectile hate increase in value. It is only when value Projectile hate equals or exceeds Value projectile that regulation is now needed to prevent the complete collapse of Value projectile.
On any supply/demand curve archetype we aren’t even close to this point, so therefore it is not in need of balancing.
So far you have produced no sound observations apart from some whimsical anecdotal story about chaining dodges and evades and stringing together multiple reflects that instantly seem to always be off cool down.
You have given no numbers as to why projectile hate has gotten out of control in relation to projectile attacks.
The only thing remotely worth noting in all this is the statement “Projectiles do less damage, that’s what makes them balanced.” Wasn’t even addressed because it is a false claim. Gunflame, kill shot, rapid fire, unload, repeater, true shot, volley, overcharged shot, blunderbuss are currently in the top 10% of hardest hitting skills in game with only full berserker eviserate and back stabs coming remotely close to matching numbers with them.
You haven’t seen the proven sense in any of the information given here, so this just makes it whine now. There is no rhetoric or even factual data being presented here that dismisses anything I have said…which by the way, is all factual and premised in the most simple manner so even a 5 year old could understand it.
Present real data about how this is a real problem. Support with actual evidence. Underline it with statics highlighting the gross imbalance and you have a case to argue, but currently this is all just a hot join style whine.
Your the ones making the claim projectile hate is out of balance..that means the burden of evidence is on you to present.
Take two teams;
1) team 1 is made up of aphex meta builds.
2) team is made of quirky non meta builds.Which team wins?
The one that has the most nodes uncontested throughout the match.
Builds and balance will always come second place to superior positioning and rotational play.
It doesn’t matter how good the builds are in your team, if your doing nothing..AFK’ing home, not assisting and they are rotating like clock work, you’re gonna lose..no matter how many 1 vs 1 you win.
It is that simple mind set of a traps dragon hunter standing on home all match and winning a few 1 vs 1 and then being stomped by the condi reaper. At the end of the match when they lose, they blame the reaper for being OP and ignore that they had their beast stolen twice, never successfully held mid for any duration of time and a thief that roamed in odd places doing odd things.
That’s the irony…even with perfect balance, if that mindset doesn’t change, they’re are still gonna lose.
I find it hard to see the value in balancing all professions to be within 8% variance of each other and obtaining perfect balance. When perfect balance is achieved, where does the game go from there? There is no reason to change a game anymore if it is perfectly balanced.
As stated above, when the end goal of winning is based around capturing points, it highlights that rotations and placement is the biggest factor in winning.
To give a real world example from a game match I played recently in unranked.
Unranked you get whatever players you get.
Both teams had average players with typical mindsets. After each team had captured their respective home nodes a long, drawn out battle for mid ensued. It was obvious to me from the start that rotation will decide how this goes. After rotating far and capturing, and supporting home when needed I was decimating players all over the show. I was in essence undefeatable and my team was edging further and further ahead. At this point one of their team who was highly skilled began shadowing me. Not only were they very skilled, they also were running a build that could handle whatever i threw at it and were keenly skilled at knowing exactly when to burst me. They were a player who were good, had a strong build and was well aware of what other professions can do and had accurately estimated my play style quickly. From this point on I couldn’t get a finger hold on this person at all. Everywhere i went, there they were and there I was getting stomped again..and again..
Was this a balance issue that their build hard countered mine?..was this simply you could give them any build and they could own me because they are that good? Was this I made myself very predictable?..or was this their team made the smart decision that i was causing too many problems and they assigned the best person on the team to shut me down by rotating them to wherever i went and freeing up players to challenge more suitable opponents for their skill level?
Despite this player owning me consistently, they couldn’t stop me from map pinging where my team should go, or drawing arrows about what directions to take. Instead of doing the smart thing and not engaging them and getting owned once more, I knew they would follow me. So i took the kicking knowing as long as other players in my team make use of the info I am giving them, the lead we had established would see us through. Their team did make a come back, but it wasn’t enough to erode the lead we had established early.
I just don’t see how if my build and my nemesis build were set at a maximum 8% variance how this could have changed things. All that would have happened is it would have taken a tad longer to down me, or I would have been able to hold them out for slightly longer periods..but ultimately there rotations of shutting down me as their biggest problem,..and our rotations of making movements knowing they have dedicated a person to controlling me was the decider..not balance.
Rise.
When cast against players who use hidden traps the horrors will trigger those traps without you having to.
It will spawn off of mesmer clones. It will also body block mesmer clones.
They count as targets when in AoE fields which can only hit max 5 targets.
They ruin revenants unrelenting assault.
Can be used through walls or doors to spawn minions on the opposite (battle of champions dusk.)
They are a shout so can be used during CC.
They are a shout so can be used with soldiers runes.
With death magic they can be traited to poison on death, absord conditions, increase toughness or siphon health.
Without death magic they still absorb damage.
Whats not to like about this list?
@CntrlAltDefeat.1465
Not all ranged is projectile. That simple fact defeats a good chunk of your post.
Further, ranged damage is usually lower than melee damage in order to balance out the fact that ranged damage is safer and easier to land.
Here’s the problem:
Projectile hate is fine when it requires smart use in order to be effective. You waited and reflected that kill shot? Great! The rifle engi ran towards you and you pre-emptively put up a shield to stop overcharged shot? Great!What we have now is you see a ranged user. You use projectile hate ability #1. It ends, you use projectile hate ability #2. It ends, you use other defense. After that you dodge. Take a few hits maybe and now you repeat because all of that is off cooldown. Timing it properly no longer matters because you can just chain it.
Ok..lets reduce this to numbers because you’re trying to over simplify now.
If I use only skills that can create a projectile finish as my means of projectile ranged, then there is 96 skills in game that can cause a projectile finisher.
If I take all skills that can reflect a projectile there is 20, and 6 of them need to be traited for the purpose or they will simply block now. A block is not projectile hate because it can used equally against melee or range.
If I take all skills that destroy projectiles in game, there is 3.
So there is;
96 projectile attacks.
14 reflects that don’t need traiting.
6 reflects that do need traiting/situation (eg iwarden/traited engi turrets)
3 projectile destroyers.
Any projectile attack that cannot be blocked or has had a skill used (signet of might) that does not allow it to be blocked will nullify reflection. However it will not nullify projectile destruction. Any attack that is miscellaneous (eg druid staff/ele scepter) which are neither melee or projectile will not be nullified by projectile destruction or reflect, but can be blocked.
My stated observations all make sense.
The maths supports the observations.
The game is not in need of balancing on this issue.
Neo can afford to take the blue pill on this one. He is not needed to balance the equation or the matrix.
Take 2 players.
1 is ranged. 1 is melee.
Make them duel.
At 60 range they can both hit each other.
At 180 range they can both hit each other.
At 300 range one can hit, the other can’t.
At 600 range one can hit, the other can’t.
At 900 range one can hit, the other can’t.
At 1200 range one can hit, the other can’t.
At 2000 range one can arguably hit, the other can’t.
Raise one up vertically by 180 units and one can hit, the other can’t
One player must constantly be closing gap distance in order to effectively hit. The other can hit up to 2000 range.
What observations can be drawn from this?
Range is inherently its own defense and provides a greater of scope of being able to effectively strike.
What conclusions can be drawn from these observations?
In order to keep ranged vs melee balanced one needs lots of gap closers that potentially cover up to 2000 units range.
What is the real world implications from conclusions made from observations?
To make every melee skill a gap closer is effectively making every melee skill a ranged skill.
Are the implications positive or negative?
They are negative. It is pointless to make every ranged skill ranged, then make every melee skill ranged as well.
So what is the best coarse of action we can take from this?
That projectile hate/destruction/ reflection and some use of gap closers is the best path to keeping ranged vs melee skills fairly even.
What do we currently have in game?
We have every profession being able to use ranged attacks to various degrees.
We have some forms of gap closers.
We have some forms of projectile hate.
We have every profession being able to melee.
We have every profession that has small and limited ways to gap close and projectile hate.
As you can see the equation is balancing itself here. With everyone being able to use range if they want, some engagements are going to be pew-pew each other from a distance. The person with the greatest distance has the advantage.
With all players having access to melee, some engagements are going to be toe to toe encounters.
With some players using only range (druid longbow/staff) and some players only using melee (berserker sword/torch-mace/shield) it is overall beneficial that blocks, reflects and destruction supplemented with gap closers remain in the game provided they never exceed the amount of projectile skills.
Which is what we currently have…..
We don’t need neo on this one to balance the equation. It is balancing itself.
“Necro
Minion master
Sry, but this is a necro. Cheesy at it is, this build belongs to the class.
It would be cool to create a more active build tho. For example one that makes minion summoning a tactical choice, not just: get all you can get.”
It is. When I can see trapper guards or trapper builds I will swap traits to support shouts on necro and take RISE utility.
When you approach a trapper target, use rise and 2 minions (minimum) will spawn and head directly towards your target. They will also trigger any hidden traps they’re currently standing on.
The same also works for necro marks that they place around side nodes.
The same also applies to Aoe casts from ele that have a max target limit.
The same applies for mesmer clones. In this case it will spawn the maximum number of minions and inadvertently body block mesmer clones from shattering directly on you.
The same applies for power based sword revenants.
This is a tactical minion skill that can be used thoughtfully when the opposition team composition allows it.
Take two teams;
1) team 1 is made up of aphex meta builds.
2) team is made of quirky non meta builds.
Which team wins?
The one that has the most nodes uncontested throughout the match.
Builds and balance will always come second place to superior positioning and rotational play.
It doesn’t matter how good the builds are in your team, if your doing nothing..AFK’ing home, not assisting and they are rotating like clock work, you’re gonna lose..no matter how many 1 vs 1 you win.
It is that simple mind set of a traps dragon hunter standing on home all match and winning a few 1 vs 1 and then being stomped by the condi reaper. At the end of the match when they lose, they blame the reaper for being OP and ignore that they had their beast stolen twice, never successfully held mid for any duration of time and a thief that roamed in odd places doing odd things.
That’s the irony…even with perfect balance, if that mindset doesn’t change, they’re are still gonna lose.
Reaper is strong for 2 reasons only.
1) They build variety. They can take reapper line and any 2 other lines and still make a viable/solid build.
2) They have strong synergy between traits and traits between skill trees and weapon skills.
This is also why warrior is not so strong. No build variety. No synergy between traits/skill trees and weapons.
So the obvous response to this is, “lets nerf what works and what every profession should have had.”
Scrapper is strong. Although not as strong, it still has good synergy between trees.
Rev is strong..still weak to conditions, but overall good synergy between trees and herald.
etc etc..
Look at who is weak..the professions that have no synergy.
Started 3 months ago…that’s cute.
For 14 days been playing rated…..that’s cute.
Already reached legendary…that’s cute.
Has 85% win rate…that’s cute.
Come back when you have 4800+ games with at least 600 matches on 8 of the 9 professions and then maybe people will talk. Until then, every about this is very cute.
- there is a massive variance in damage rates of each class, but those classes retain superior survivabiltiy rates. A great example of this is the necro’s reaper shroud.
I can see you have put a lot of effort into this, but reading through it all it appears you have an odd perspective on it all.
There is a lot of factors you haven’t taken into consideration when making your conclusions.
Reaper shroud is not a class or profession. It is a mechanic of necromancers. You have particularly called out reaper shroud as a great example.
Reaper shroud as a mechanic has the biggest visual tell in game. Any player familiar with necromancer, or the concept of team spike damage find necromancer the easiest target to destroy. Reaper shroud can only be sustained for finite periods of time depending on how much life force the player has at their disposal.
When it is is exited there is a 10 second window that it can not be entered into again. Even then it can only be entered again if there is sufficient life force to do so.
In this 10 second window necromancers have no evade on use skills apart from dodge and how much vigor they have. They have no blocks. They do have a teleport that would have required previous placement and is dependent that the wurm has not already been destroyed.
In this moment necromancer damage rates, sustain and survive factor is compromised and their only active defense is positioning. This is the true profession were seeing here. The profession at its core with no additional mechanic it can make use of.
This is much the same as Warrior with no adrenaline, Thief with no initiative, Revenant with no energy, Druid with no astral force.
Basing conclusions regarding balance on profession mechanics, and not on the core profession is arguably a unwise decision to make because professions will always be in situations where their mechanic can be used, or it cannot.
This unto itself creates situations where every encounter will carry large instabilities. How each situation is addressed is solely based on what is happening in this moment, and not on how historically is the best way to address this situation or situations have been similar.
When stated out loud, is this not a desirable outcome? That each player approaching a situation will either excel or crumble depending on how wise of decisions they make with the information they can quickly gather.
In other words avoid the reaper shroud until you see the player has been forced out of it, or exited for some reason.
Target the druid when you can see their astral force is low…
Play defensively when you know the warrior has full adrenaline…
Nullify the ele within a 5 second window when they swap attunements to prevent over charges..
The big deciding factor is now when facing all four of the above, targeting the appropriate one quickly.
Oh please, crybabies. Condi damage is so freaking cheesy ….. you can go full tank and still have condi damage. A viable power build would need power AND precision and in most cases even ferocity which makes you instant glass cannon, as in … you get focused for a second and you die.
Meanwhile, to be viable condi DPSer all the stats you need to stack are, wait for it —-————- condi damage. That’s all there is to this braindead gameplay. It has no risk in it. Just reward.
Talk about spamming all you want, but spamming autoattack on a thief/DH and spamming AA on necro are 2 different things.
Oh what was that? Retaliation doesn’t hit back when you attack through condis? Ahh … cool. Meanwhile glass thieves kill themselves on targets with retalionation up.
I can totally see how condition damage is balanced. amirite?
Power needs Precision and ferocity.
Conditions need duration and expertise.Power/precision/crit damage values are increased with might and fury and ferocity.
Condition values are increased with might to reach a hard ceiling of damage and stacks. Their values don’t increase with precision or fury or ferocity.
All you have successfully proven is that conditions are still weak and need to be buffed so their values also increase with fury or any other value metric.
No one got a critical hit condition damage for 7k. No condition user ever hit for 3.5k on a critical auto attack.
No one ever had their physical damage over written by someone else’s weak physical damage.
Thanks for highlighting conditions need a buff.
Well done. Good argument.
If they don’t need precision and ferocity, then they need less stats XD XD.
And no you don’t need expertise, cuz actualy skills are so bad balanced that they already give an insane amount of seconds of condi, that’s why your argument about “they need to be stack in order to do dmg” totaly crash, because is not hard to reach 25 stack of poison if every time you hit with skills/random aoe you put 10 seconds of 5 stack of poison!!!
Also you don’t need expertise, since condi dmg is bursty! you are not gonna do a DoT, you are gonna do a burst!!! no need expertise for a burst!!!We can argue all you want, condi players will never admit how easy and braindead their gameplay is compared to power dps builds, men this is a noobfriendly game, thats why we have condi so OP, to help noobs.
And to answer the post aboves, i don’t need any toghness to counter a power dps if i am power dps too, instead i cant counter a condi player without condi cleanser (wich are never high enough, and unbalanced between classes) even if i am a power dps, because the condi player will be tanky as hell while still beeing able to do the dmg.
Also the retalation/weakness/protection/dmg reduction argument is so so obvious that it’s useless repeating it for thousand times, if condi players and Anet balance team don’t get it at the first sight, then we cant avoid their blindness.
Welcome to your new purchase of gw2.
“Those tanky as hell condi players.”
There is 9 amulets in PvP that have the toughness stat. 7 of them are power or healing based. 2 are condi based.
I think the what you mean to say is, “Those tanky as hell power users.”
There is only one rune that affects condi stat and toughness. Undead runes.
There Is 9 runes that affect toughness and vitality.
Every thing your rambling on about just isn’t supported by any evidence.
“they spam conditions…” power users also make pretty effective use of ‘spamming attacks’ as well.
The fact is, if your dying over and over again to conditions, its time you changed, rather than you insist everything else change.
The only ‘tanky as hell’..and “condi spam” build out there is warrior berserker..and if there is any profession that really doesn’t deserve any further nerfs its warrior.
Maybe your talking about evade spam thief?..which is far from tanky.
Maybe your talking about chrono phantasm..which is far from tanky..
Maybe your taking about chill reaper..which is far from tanky…
Any which way, there is no ‘tanky as hell’ condition builds apart from berserker, and lets face it..do we see them dominating the game?…exactly.
You’re just angry because you think condition stacking is for ‘noobs’..yet in the same sentence keep making references to dying to these same noobs. See where I am going with this?..if your dying to conditions, that you feel ‘have been spammed’ by ‘noobs’ that speaks more about where you’re at then anything else.
Before any match starts players can swap to hoelbrak, svanir, generosity, swap to cleansing traits etc etc..it not like options are limited in how to approach this.
However its only of benefit to you if you make use of this and alter your build to accommodate match where you can see there is 2 or more tradition condition users.
Oh please, crybabies. Condi damage is so freaking cheesy ….. you can go full tank and still have condi damage. A viable power build would need power AND precision and in most cases even ferocity which makes you instant glass cannon, as in … you get focused for a second and you die.
Meanwhile, to be viable condi DPSer all the stats you need to stack are, wait for it —-————- condi damage. That’s all there is to this braindead gameplay. It has no risk in it. Just reward.
Talk about spamming all you want, but spamming autoattack on a thief/DH and spamming AA on necro are 2 different things.
Oh what was that? Retaliation doesn’t hit back when you attack through condis? Ahh … cool. Meanwhile glass thieves kill themselves on targets with retalionation up.
I can totally see how condition damage is balanced. amirite?
Power needs Precision and ferocity.
Conditions need duration and expertise.
Power/precision/crit damage values are increased with might and fury and ferocity.
Condition values are increased with might to reach a hard ceiling of damage and stacks. Their values don’t increase with precision or fury or ferocity.
All you have successfully proven is that conditions are still weak and need to be buffed so their values also increase with fury or any other value metric.
No one got a critical hit condition damage for 7k. No condition user ever hit for 3.5k on a critical auto attack.
No one ever had their physical damage over written by someone else’s weak physical damage.
Thanks for highlighting conditions need a buff.
Well done. Good argument.
‘This system of losing progress on something you’ve worked hard for is not present in any other area of the game, and is hurting PvP.’
You can lose positioning in WvW.
In fact most sports of any kind around the world will rate players/teams according to their current performance. This is why Tiger woods hasn’t been golf’s number 1 in a decade now.
What you’re asking for is he remaining at least in the top 3 despite his form, because once a upon a time he worked hard to get to number 1.
people work hard to get to diamond, then a long comes someone else who works harder to remove them from that spot. That is what makes it competitive.