We discovered pretty early in testing the following problems with the first version:
- Stun breaks were pretty much useless against this unless they also gave stability because the pulls were so close together that you still couldn’t escape. The pulls were also so close together that you couldn’t even dodge roll between them if you got caught by one of them.
And yet slick shoes are ok on half the cooldown?
Not saying gravity well wasn’t op.
Awesome Mesmer patch this has turned out to be:
1) MB worse off than before
2) MtD worse off than before
3) HM worse off than before
4) Some CD reduction arguably worse off than beforeAnyone get the feeling the wrong things are getting nerfed, and we will still get hit with CS & PU nerfs, and with a little “luck” (Memser style) these 2 will be worse off than before too!!!
More knee-jerk nerfs incoming!
Oh HoT will be so awesome, we’ll get to see in what creative ways they’ll nerf Chrono into uselessness 2 weeks after release!…or maybe even before it ships!
At this point they need to nerf CS & PU since ironically they missed the 2 most overpowered traits we got. The only way they can nerf those in good conscience would be to throw out some buffs.
Given past trends we won’t get the buffs.
I can not wait for the d/d nerf that is coming.. And Anet will be very, very heavy handed as is their norm..
d/d has is coming and rightly so..
I wouldn’t count on it. They got passed over entirely with most other things nerfed. They’re just in time for WTS to have 1 blatantly overpowered class. Should make for some great esports action.
I would have to agree with this. The reason I didn’t run mantra’s in the past was not because they were underpowered. I didn’t run mantra’s because they are cumbersome and punish you for saving the last charge.
For the first time in 2 years I wanted to run mantras because they were fun. A better solution would have been to maintain the “bug” and raise all mantra cooldowns accordingly.
Too late now though, given past balancing trends this change is set in stone and we will never see a reversal. Another set of utilities to throw in the trash bin.
And before people start calling me names, I liked mantra’s with the “bug” but still didn’t run the meta mantra build because it was so obnoxiously overpowered.
Lets consolidate our thoughts for the next patch.
what are the classes ranking from number 1 (needs the most nerfs) to number 7 (needs the least nerfs)?1) Mesmers
2) Elementalist
3) Engineers
4) Thieves
5) Warriors
6) Guardians
7) Rangers
Soooo anyone else notice the OP is a necro main and this is inexplicably the only class not listed? Anyways, seems like a pretty objective list to me.
OP mains warrior. Just another troll, move on.
And another kittening mesmer nerf!! >< Arenanet please!
Can we please step back and be realistic here. This trait was not functioning appropriately. Their fix actually buffed the trait under some situations. The rampant crying needs to stop.
I’ve been dueling a friend of mine and noticed that you get blinded even though you evade the shatter, so it’s basically unavoidable. Is this intended?
bumping till this gets fixed
no mechanic should be unevadable
Actually, you can’t dodge through Static Field, Line of Warding, or similar skills. It’s probably a bug that you can’t dodge this blind, but there are definitely un-evadeable attacks in the game that should stay that way.
Also you effectively can’t dodge things like Fire/Air sigils because they will just proc the next time you hit them but that’s kind of a different issue.
I agree with this; however, if they are going to fix blinding dissipation they need to fix the pull on binding blades. There is no reason why that skill should go through evasion.
Mesmer
-PU. Make it 25% stealth duration or just 1 second increase again. Just please nerf this trait.
-Blinding dissipation. Make it not blind through evade and its fine.
-Free 15% phant damage needs to go away. 7k zerkers and 12k warlocks are a bit ridiculous.
-Confounding Suggestions. A free guaranteed burst on a 5 sec cd is a bit much considering we can oneshot anything if we land our burst. Needs to be reworked or have a cd increase.Nothing else imo needs to be immediately nerfed on mes.
100% agree with all of these. I sincerely hope these changes are implemented before the devs start hammering away at random traits in some desperate attempt to “balance” mesmers.
Chaotic dampening was the first example of this. A moderately op trait that received a nerf beyond what it deserved.
Edit: And while we are fixing traits/skills that cannot be evaded how about we take a look at the pull on blinding blade.
(edited by CptCuddles.8912)
I have to agree with the OP. I was really happy to see the change to burst skills back in the April patch. No reason why all classes shouldn’t recieve the same treatment.
Players should be punished for missing their skills.
Am I the only one who found Chaos/Illusion condi mesm slightly too strong?
This is because you come from a land of objectivity and there is no place for that in these forums.
On the other hand, people are justifiably upset that mesmers got nerfed right off the bat when other classes are churning out insane stacks of burning on top of loads of cover condis.
The pull on the Guardian’s Bind Blades is able to interrupt dodge rolls and other evasion skills. I am aware that this skill is unblockable but dodging is not considered a block. I do not know of any other skill which is able to interrupt dodge rolls 100% of the time.
I wanted to report a change I have noticed over the past 4 or 5 months in pvp. The skill Magnet Pull is incredibly difficult to see and nearly invisible. I used to be able to easily see this skill coming and now I cannot see the animation even when I am specifically looking for it.
Before telling me this is a learn to play issue, it has been confirmed as an issue for other players including Five Gauge (Chaithh).
Same issue for me except in Silver Wastes
Good to see a balance issue addressed in a prompt manner for a change.
I really like the looks of these with exception of "All’s Well that Ends Well " and the fact that there is no trait for the off hand shield.
Can you please stop bumping your own threads constantly? Thank you!
P.S. I eagerly await your response to this rhetorical question in three days so you can bump again.
Despite all this, rangers are still in a pretty bad place overall for competitive play. To answer your question more directly, with the longbow projectile range and velocity increases rolling to baseline it’s not likely their face roll potential will be changing any time soon. This is in terms of pug queues.
As the current #1 guy on the leader board I agree with all of the above. Leader board is absolute trash and is in no way an example of skill.
Thank you
Although I am not sad to see clone death builds go, one could make the argument to roll Debilitating Dissipation into Descent Into Madness. That trait is looking pretty under powered compared to the other fall damage traits for some classes (thieves I’m looking at you).
The nerf to turrets is a solid proof that huge comunity QQ gives results on anet’s class balance. Turrets were not very used in wvw, were not very used in pve (only to blast fields) and an underpowered build in spvp. Now after the nerf the useless and underpowered skills just became even weaker.
While people were qqing about weak turrets, the realy op skills like slick shoes and tool kit were flying under the radar.
Turrets were a huge problem for the pvp community and ruined numerous players’ experiences.
Yes, this balance change was somewhat of a band-aid fix to the problem, but the balance devs are likely spending the majority of their time and effort working on the expansion content. I personally wish they would spend more time on the current game but that is clearly not the direction anet management wants to go in.
This had to be changed at some point because it has made the past year of pvp awful. It was very much overdo for how completely overpowered the build was in terms of the skill required to completely carry a point and sometimes even a game.
I had this issue occurring after December. It seemed to be resolved after about a month. It is now reoccurring as of a couple days ago. Happens in every match I play.
I gladly welcome the introduction of more traits that require active and thoughtful game play. The removal of clone death traits goes right along these lines. These changes are really cool and raise the skill ceiling for the class itself.
This seems like even more rampant power creep. How will you try to make the game fun for pvp players to fight against ever increasing power levels?
Everyone seems so hyped for their new op builds, but I really hope the devs keep in mind how insane the power creep will be with this change. I’m hoping there is some mitigating factor they have not yet revealed.
This was well worth that watch.
This thread should be moved…
Pretty much what Sorel said already.
Run sword/focus with pack runes
OR
Run staff with traveler runes
*Bind your about face key to something convenient and learn to phase retreat forward for more mobility.
Far Reaching Manipulations is also a great trait for blink.
Phantasmal Mage (Torch 5) is still a bit lackluster. A nice buff for this skill would be to allow the phantasm to proc 3s of revealed on targets. This would give mesmers some much needed counter play versus thieves without being over powered or changing most other match-ups.
Alright so after reading some of these responses since yesterday i’m absolutely amazed at the ignorance here.
For one- AP means very little. A guild recruiter asked me my AP the other day so i’m going to assume this is one of those “appeal to popularity” fallacy’s. To be clear, there exists the possibility that some simply care about PVP more than AP.
And i know it needs to be said Time played does not make you a better player. I witnessed thousands of people in Dota 2 over time who never got better 2000 hours later- some due to ignorance and other’s to personal limitation.
Also….
When you view the leaderboards that percent I.E 60% means that you are in the top 60%, that is NOT your MMR. Where you see that percentage- i see the #216.
Why?
Thats my rank, and i can see it all the way to rank 1. So those of you assuming that percentage you see is the MMR, you are confused (now enlightened)
The responded who claims the amount of games played primarily determines leader board position has no source to back his claim. And as far as i can tell there is a complex MMR system under the hood AND i can clearly see people who have played 40-50% more games than me, ranked far, far lower than me.
The issue here is that the MMR system is NOT working or has been tuned wrong, and it’s taking ANET wayy to long to do anything about it and i’m convinced that they don’t care as much as they front it.
You are very confused and need to just stop before you embarrass yourself. You sound like a troll, but I’m scared you are being serious.
Rank on leaderboards means little, you can still have a mediocre mmr. Playing against premades doesn’t mean a lot, as they can still have a similar mmr to you. Add to that the low population means they have to match people together at some point, otherwise ques would be even longer.
Rank on leaderboards means everything, actually. Unless you can tell me another visual statistical source that’s giving you some other information i don’t know about.
Playing against pre-mades with a team assembled of solo qu’ers means that the mmr system lacks basic rules of well- matchmaking. I can name another game with similar matchmaking call of duty- where its mostly random, you think they don’t have enough players?
Matchmaking should take into account the que times… if they are extreme as in, 10 mins or more. I’d rather wait 10 mins and get a fair match than be given a brand new player against a team of premades.
I really wish people would stop referring to the current leaderboard as anything more than a farm. The current system heavily rewards time invested giving it a weak correlation to actual skill and ability to impact the outcome of matches.
What? Where do you get that information? As far as i’m seeing it, you and whoever else believes that is simply lying to themselves since they are low on the leader-board. Seriously though, where did you read that time played was the factor by which the leader-board determined your position?
heres an actual source since you have failed to provide one http://www.glicko.net/glicko/glicko2.pdf
Seems a lot more complex than your theory of time played
This is the source I believe you were looking for: https://www.guildwars2.com/en/news/finding-the-perfect-match/
You seem to be confusing MMR with leaderboard placement.
Rank on leaderboards means little, you can still have a mediocre mmr. Playing against premades doesn’t mean a lot, as they can still have a similar mmr to you. Add to that the low population means they have to match people together at some point, otherwise ques would be even longer.
Rank on leaderboards means everything, actually. Unless you can tell me another visual statistical source that’s giving you some other information i don’t know about.
Playing against pre-mades with a team assembled of solo qu’ers means that the mmr system lacks basic rules of well- matchmaking. I can name another game with similar matchmaking call of duty- where its mostly random, you think they don’t have enough players?
Matchmaking should take into account the que times… if they are extreme as in, 10 mins or more. I’d rather wait 10 mins and get a fair match than be given a brand new player against a team of premades.
I really wish people would stop referring to the current leaderboard as anything more than a farm. The current system heavily rewards time invested giving it a weak correlation to actual skill and ability to impact the outcome of matches.
Would have been cool if they gave the iMage attack the ability to proc Revealed for a short duration. Would have been a creative addition since they claimed long long ago that they wanted to give iMage an interesting role.
I honestly cannot believe it took 6 months and this is all they have.
Psh, pros Alt+F4 not exit to desktop
Is that the skyhammer meta?
So you directly punish players who enjoyed solo by putting them in a team queue environment. As a solo player i should NEVER face a premade team even as small as 2 players queued together.
No, our intent is not to punish anyone, directly or otherwise. Contrary to opinion of some, I do believe solos can enjoy and have a competitive match against pre-mades. While watching the behind the scene data, I have often seen solos take out a full pre-made team, but far too often than we prefer it is the other way around so we will, of course, try to avoid them as much as possible
You should not have to make a premade team to enjoy the pvp in this game. Forcing people to premade to enjoy the game is wrong, we played solo and enjoyed it for a reason. You say its a team focused game, well forcing us just isn’t the way.
We do not intent to force anyone to do anything they do not like. We are aware of opinions like yours, and we will continue to do more to improve the situation.
Might I ask why you prefer to solo instead of find a team? Is it that you don’t like the time and effort involved with finding other people? Is it the casual aspect of being non-committed to others?
Also, why do you not enjoy being put against pre-mades? Is it that they have an advantage with communication?
I only ask because there are many ways we can improve the situation, beyond just preventing the match ups entirely.
It’s not just the communication that helps pre-mades. You need to also realize that it is a group of players selected because they are at least somewhat skills versus a pub of players at variable skill levels. Pre-mades are also more willing to cooperate whereas pub groups tend to resort to complaining and insisting that each individual player is in fact the most skilled and has the best plan.
Matchmaking doesn’t seem improved because it’s simply not.
Come on guys. I’m still working on improving it based on real data. Help me out and give me specifics. Don’t make generalized statements like this unless you’ve got something to back them up.
We can improve things, we just need to work together.
Almost every single game I have played has been a complete wipe for either myself or the enemy team since the new system went live. The player skill level is so unevenly distributed. I also frequently end up in teams with 2+ mesmers versus 2+ thieves. Premades are now the norm for pub stomping and leaderboard farming.
The amount of rage from farmers in this thread is ridiculous.
Got to love today’s entitlement society…
get a team and play tpvp, yoloQ is absolutely ridiculous.
better yet, solo queue into team queue, you avoid annoying maps and get more rewards.
This is the sad, sad truth… Also get exclusive access to standard models because logic.
I for one would like an official response as to why Skyhammer and Spirit Watch, the two most hated maps, are reserved for solo queue. They are apparently too bad for team queue but just right for the solo queue map rotation. How does that make any sense?
No, for all of the reasons already stated. Being forced to deal with turret engineers is already bad enough. If they introduce yet another brain dead build into the game I am likely going to quit PvP entirely. People who say this will only be an issue in WvW are dead wrong.
I am curious to hear peoples’ opinions on how the mesmer/thief matchup will be affected by the upcoming balance changes. Does anyone think mesmers will be in a good place after the update? Please disregard the scepter buff in your response.
UPDATED: To appease the people who are touchy about the scepter change.
(edited by CptCuddles.8912)
I simply want to have congruency between how CI procs with the all the F1 burst skills. If a nerf is required when one skill is over powering the others, then yes. That is how you keep the power creep out of the game. This has happened to every profession.
So why LB burst and not Hammer burst? they are the same AoE.
Because one procs C.I. 100% of the time, whether it actually hits a opponent or not. The other one does not.
If LB procs w/out hitting then is clear is a bug and nothing else. The trait clearly states that Gain adrenaline when hit. Remove a condition for every bar of adrenaline spent, and in order to spent all bars you need to hit something.
I have no tested myself but asking for a nerf instead of a fix is way different.About time you caught up to the conversation. That is the whole point of this thread. If it is a bug it needs to be fixed.
Where did I ask for a nerf again? you keep making that statement. I challenged you to quote where I said this already.
I have literally spent 2 pages trying to help you understand the problem. You just now caught up and said the exact thing the rest of us have been saying. The really odd thing is you suggested it was a nerf when they rest of us explained the issue to you…………..
Everyone was so quick to jump on the ileap swap change calling it a wonderful bug fix. I see no reason why we shouldn’t be impartial here and continue ironing out these awful bugs hampering our game play.
My question: why was yet more Torment given to Mesmer when the condition was designed for Necros?
I was more referring to the scepter buff which is going to lead to hordes of mindless condi PU mesmers. I have no problems with the buff to Maim the Disillusioned.
I main mesmer and yet really dislike this change. This is going to lead to the next cheese build similar to turret engineers.
Same issue occurring for me as well.
1) Ele
2) Mesmer (Too many bugs)
3) Ranger