First off, I’m glad to see the quality of life changes. Clears up most of the questions I had about certain trait lines (except Writ of Persistence doesn’t update the extended duration of Hammer’s Symbol of Protection). This patch however is a huge disappointment for me. Lets start with weapons.
Weapons -
Zero weapon changes. No condi applying weapon (no expansion of condi play for Guards either). Lets get into specifics.
Sword 3: Still terrible spread on the attack, terrible tracking, little to no utility. When I see ranged attacks coming in I never think “I’ll just hit 3”. I’ve always dodged forward then at the end hit 3 to increase hits abysmal chance at hitting a target. Its nearly useless outside of 300 range, and hardly hits a target at 600 range thats standing still. Counts as a projectile (it gets reflected sometimes) but doesn’t have projectile finisher.
Scepter 1: Still poor tracking. Speed helped a bit, but not enough. Its a projectile with all the negative effects of being one, without being a finisher. Scepter 2 is supposedly high damage, but theres an RNG effect to it. Someone can move around in the AOE and avoid quite a bit of the attacks. Since the RNG issues with Engi are being removed, I think this should be changed to probably a symbol or just a complete pulse to bring this weapon up to par.
Hammer 2: Has NO Z Axis damage. If a target is down a small hill the Hammer 2 hit will land in the air above their head dealing no damage. The leap should also track better, much in the same way GS 3 tracks targets.
These weapon changes are just poor mechanics to weapons. Now some QoL changes that I think would be very helpful.
Hammer 1: Chain needs to land faster
Hammer 4: Cone attack knocking back 3-5 targets. Range should be the minimum to be a launch. I can’t find the post, but someone brought up an excellent point. AoE knockback = good CC, single target long-range banish = troll skill. Since I love banish so much I never thought about this. Since Guards need some hard CC this would be an excellent QoL change as well as give us some sort of hard CC.
Hammer 5: Since ‘Hammer 4 on warrior was so clunky’ Hammer 5 should get the same love.
Scepter 3: Lower CD to 15 seconds.
There are some more but they are just wishful thinking.
Our trait lines also need to be re-worked. To say the only problem with them was focused mind is ludicrous. Glacial heart is still a very terrible version of Sigil of Hydromancy. Its nice that Hydromancy activates ON the target that you hit, why can’t permeating wreath do that too?
Our symbols are still extremely underwhelming, and the to get all the bells and whistles for the symbols requires literally every trait option in honor. Since we HAVE to run quite a bit of defensive stats it would be nice to see these traits combined somehow. Its like the devs wanted symbols to be a major part of the Guardian, but its currently not. Theres only increased size, duration, or healing. I think these should be merged into Size/Duration and Healing/Chill. If a Guardian is supposed to hold ground, then we should be able to keep people fighting on it. Also I think every weapon should be able to apply a symbol someway.
Consecration traits should be merged especially considering how underwhelming they are and how easy they are to move out of or around. Spirit weapons still need something to make them useful. And our virtues needs something more dynamic instead of what they are now.
Score Update? I’m at work atm.
This is completely not working right. If you are standing in it and cast it, it doesn’t remove three conditions. If you are standing outside the circle, get conditions on you, then run in you don’t lose ANY conditions.
You’re right that Hammer 4 has its uses, but its very situational. Hammer 4 on warrior is another hard CC on a weapon that had 3 hard CCs…all aoe.
It heals, but you gotta be in combat and its a short range =P
There is, hover over the tooltip and look at the little circle with an arrow inside of it with “30” right beside it =D
First off, I’m glad to see the quality of life changes. Clears up most of the questions I had about certain trait lines (except Writ of Persistence doesn’t update the extended duration of Hammer’s Symbol of Protection). This patch however is a huge disappointment for me. Lets start with weapons.
Weapons -
Zero weapon changes. No condi applying weapon (no expansion of condi play for Guards either). Lets get into specifics.
Sword 3: Still terrible spread on the attack, terrible tracking, little to no utility. When I see ranged attacks coming in I never think “I’ll just hit 3”. I’ve always dodged forward then at the end hit 3 to increase hits abysmal chance at hitting a target. Its nearly useless outside of 300 range, and hardly hits a target at 600 range thats standing still. Counts as a projectile (it gets reflected sometimes) but doesn’t have projectile finisher.
Scepter 1: Still poor tracking. Speed helped a bit, but not enough. Its a projectile with all the negative effects of being one, without being a finisher. Scepter 2 is supposedly high damage, but theres an RNG effect to it. Someone can move around in the AOE and avoid quite a bit of the attacks. Since the RNG issues with Engi are being removed, I think this should be changed to probably a symbol or just a complete pulse to bring this weapon up to par.
These weapon changes are just poor mechanics to weapons. Now some QoL changes that I think would be very helpful.
Hammer 4: Cone attack knocking back 3-5 targets. Range should be the minimum to be a launch. I can’t find the post, but someone brought up an excellent point. AoE knockback = good CC, single target long-range banish = troll skill. Since I love banish so much I never thought about this. Since Guards need some hard CC this would be an excellent QoL change as well as give us some sort of hard CC.
Scepter 3: Lower CD to 15 seconds.
There are some more but they are just wishful thinking.
Our trait lines also need to be re-worked. To say the only problem with them was focused mind is ludicrous. Glacial heart is still a very terrible version of Sigil of Hydromancy. Its nice that Hydromancy activates ON the target that you hit, why can’t permeating wreath do that too?
Our symbols are still extremely underwhelming, and the to get all the bells and whistles for the symbols requires literally every trait option in honor. Since we HAVE to run quite a bit of defensive stats it would be nice to see these traits combined somehow. Its like the devs wanted symbols to be a major part of the Guardian, but its currently not. Theres only increased size, duration, or healing. I think these should be merged into Size/Duration and Healing/Chill. If a Guardian is supposed to hold ground, then we should be able to keep people fighting on it. Also I think every weapon should be able to apply a symbol someway.
Consecration traits should be merged especially considering how underwhelming they are and how easy they are to move out of or around. Spirit weapons still need something to make them useful. And our virtues needs something more dynamic instead of what they are now.
Ah thanks for those other examples … Which were ironically the 2 games most of my COH friends went to when they felt COH itself had lost all hope for them…
But you also bring up RvR… I’m really curious now what caused DAoC’s biggest declines there? I know back around release and the lead up to Beta we had quite a few DAoC’ers commenting frequently about WvW, but I don’t recall them ever going into what lessons the devs should have taken that RvR’s decline. …if any… (didn’t one or two of those Devs from there collaborate on WvW here?)
I didn’t play, but talking to people who did the biggest factor still cited for DAoC decline was the Trials of Atlantis expansion. (To the point where Mark Jacobs, DAoC creator, specifically made a joke of it during his Camelot Unchained kickstarter).
Trials of Atlantis was the expansion that introduced a PvE raid gear grind for BiS RvR gear.
Sound familiar? That is Ascended Weapons (and later Armor) in a nutshell.
Of course, a game called World of Warcraft was introduced in 2004 with far higher degree of polish. No doubt many left for the new shiney.
WoW was anything but polished in its early days. Severe class imbalance, zero raiding, boring quests, etc. It was just shiney and people were trying it out because ‘omg its a blizzard game! and blizzard never makes crappy games!’ lol. However it was very easy to play, which is why most people stuck with it. But polished? Not even close, hell there were still bugs in the game from classic when I quit midway through Cataclysm.
But you also bring up RvR… I’m really curious now what caused DAoC’s biggest declines there?
WoW?
There is a lot of nostalgia for old games, especially those that people first cut their teeth on in a particular game mode (be it pve, raiding, rvr, etc) but they have a lot of faults when you examine them in a modern context, vs what gamers expect nowadays.
Many played an alternative gamestyle in DAoC anyway (simple 8v8 roaming fights) the actual RvR portion wouldn’t be my ideal of a perfect system.
At best you can take a few of the best mechanics or incentives from older games and incorporate them. But old games died for a reason, they were surpassed or people got bored of their simplicity even if they loved them for a time.
Anet doesn’t need to dig in to history to find the answers for WvW, they simply need to listen to their playerbase in the here and now, and not go off dreaming up new features nobody wants, or ever even asked for or discussed.
Which includes leagues and bloodust.
ToA (Trials of Atlantis) killed DAoC. WoW was the nail in the coffin. I kinda liked ToA and the Master Levels, but when easy mode casual WoW came to town, a ton of people flocked to it. There were still a lot of people playing DAoC through New Frontiers, Catacombs, Darkness Rising, Labyrinth…but they couldn’t compare to the numbers of WoW or their numbers during Shrouded Isles and Foundations.
While you are correct a lot of people ran 8 mans, there were still zergs in DAoC. There were some key differences in DAoC’s ‘smallman’ and ‘zergs’
DAoC’s small man had a lot of complexity too it. There always seemed to be a taxonomic hierarchy to it. Like you’d run into an 3 different 8 man melee assist trains, and each one of them had a specific flavor that made them quite different from the rest. Each realm had some generic classes, but also had some realm specific classes which brought a lot of dynamic game play. In GW2 you see “game metas” emerging, then see a lot of small mans switch to it.
In DAoC, you had zergs yes. But the only advantage a zerg had was numbers. Numbers is an already strong factor this type of pvp, but in GW2 you have aoe cap, stealth spam, downed state which gives even more power to the zergs. Also the maps were larger (broke up the zergs), and defense points couldn’t attack other defense points (IE: Stonemist being able to fire at towers nearby) Besiegers had to work to hold onto their sieges from bomber groups and enemy zergs.
(edited by Dynnen.6405)
Everytime they run and reset the fight count that as a win. By the time they actually kill you, you’ve beaten the 3+ times.
that’s an excuse for a poor mechanic.
I know, lol.
Guild tower shield. Theres nothing quite like holding a wall out in front of ya.
The game balance has been crippled by Spvp. I hate to say it, but the idea that its OK for guards to have hardly any mobility is stupid. I also think its stupid that we have ZERO hard CCs, and very few soft CCs, because we’re great at holding ground. Well every other MMO that I’ve played (and its a lot) has had characters that were good at holding ground, the key difference is that those characters could keep people on the ground they were holding.
The severe lack of CC on a guardian is frustrating…like very frustrating.
Ohh, and I might add that the specific reason Guards were nerfed over the entire beta events was because we:
A) Had too much self healing
B) Had too much damage
C) Had too much health
This is exactly what warriors are right now, except they have 3 times as much hard CC and twice as much soft CC.
(edited by Dynnen.6405)
Everytime they run and reset the fight count that as a win. By the time they actually kill you, you’ve beaten the 3+ times.
Why go 30 deep into Valor and not get a GM trait? And Strength of the Fallen?
Whats this build specifically for? =P
Something that is worth mentioning is the damage avoidance with warrior mobility. If you’re 1200+ range away, you’re not taking much damage.
ok…so…this is still going on…gotcha…
umm.. Have any of you necro’s tried moving away from the condition build and building around wells and damage?
When I left 2 weeks ago that build was working fine in Spvp and WvW denying warriors the ability to sit in melee range with you.
On the other hand your squishy…but lets be honest…with all the -condi builds now floating around you’re almost useless anyway. . . .
Secondly, If you have a means to counter something yet you refuse to, you’re your own worst enemy and handicap. Any complaint you could have had becomes baseless.
Power-based builds are even worse than condition builds.
First, because power is mitigated by Armor and Warriors usually run with an hell lot of that.
Second, because power damage needs you to not to be stunned to deal damage, so while conditions still tick when you’re stunned, power damage does not.
Third, because if you are running well-heavy builds, you have less stunbreakers and you are way more squishy.I personally love power Necro and I tend to play it when possible, but in the current Warrior meta, it is completely unviable.
Unviable Yep.
Here is a picture of me vs Three Warriors.
Completely outplayed me with there awesome god-like-ness.
1) Thank you for killing that Sylvari hating racist
2) Yes I think they are casual since they are fighting a necro in 3 wells
3) Spvpzz.z..z.zzzzzzzzz………….
Larger maps = broken up zergs
Defense points more spread out = zergs have to defend siege = broken up zergs
Forced Way pointing after stomp = broken up zergs
broken up zergs = more small man
Larger maps would fix a lot of the problems with wvw, and a few minor changes with mechanics. I was thinking adding ‘5 man aoe cap’ to the list to summon #devoncarver, but I don’t have any livestock to sacrifice to complete the summoning =*(
Hard CC on a Guard weapon? Nope.jpg
It was stolen from us by thieves and if you want it back you’ll have to roll a warrior or something.
I main a Warior, just to get that out of the way, but believe it or not, it IS possible to play a class and remain unbiased. Now that that’s said….
First: I think it’s silly for different classes to have different base Health. Health pool should be based on VIT, and all classes should have the same base stats.
Second: Unsuspecting foe is a brokenly overpowered trait when combined with the bugged Para Sigil which adds a free +33% stun duration. It remains to be seen how OP it is once para is fixed, but it’ll probably still be too much. I feel it should be nerfed numerically, or moved from Adept to Master.
That being said, again, everyone is comparing every ability in a BUBBLE. Playing a Guardian or Warrior is a PACKAGE DEAL. Virtue is not meant to be compared to Healing Signet.
-Guardians have an easy means to gain Perma-Vigor, and Dodge-Roll-Healing.
-Multiple Weapon skills can heal, add regen, or add protection.
-Multiple Utility skills can heal, add regen, or add protection.
-Multiple Traits can heal, add regen, or add protection.-Warriors have Healing Signet, but they sacrifice Burst healing for high throughput.
-They can spec for Adrenal Heal down the defense line… BUT then Wars are sacrificing and trading their class mechanic (Burst Skills) for a regen.
-They can spec Shout Healing -or- Banner healing (mutually exclusive) but then they sacrifice all their utility skills for Shouts or Banners, and have to spec heavily into Healing Power.So all this talk of a Warrior having everything for free? Yeah, no. It’s all give or take.
Warriors have to give up a good deal to get their healing. There is no 30/30/30/30/30 build with 7 utility slots.
Sacrificing 15 points into a tree that gives toughness and healing power for something that gives you constant regen? Yea, thats a HUGE sacrifice, what were we thinking. And it must suck to have such garbage minor traits in a tree too…lol. Gimme a break.
But you are right about Guards being able to put out protection…in the 1 minute to get everything back off CD we would have 19 seconds of protection.
I think the approach to that is simply for devs to rethink the Virtue trait line. As a trait ‘buffer’ line, I think it’s pretty crap.
Yup. As far as symbols, virtues, and spirit weapons go…the mechanics of the Guardian is quite lack luster and needs some improvements. Our class has hardly been touched since beta and that was to nerf the kitten out of it, the complaints were quite biased however since everyone was new to the game.
IMO, symbols need to be larger and traits to improve them with condi application.
virtues need to be more dynamic instead of, hit this to get this.
and I don’t know what to do with the spirit weapons. Maybe make them immune to aoe, or you summon a weapon and you can grab it outta the air and get some new attacks or let it float beside you and only have one utility for it. And why do they have a timer on them? Make ’em like pets or something.
I love my hammer, scepter makes me want to punch baby seals.
Well if this is in wvw, you HAVE to have at least 2 of the holy mobility trinity for Guards. GS: 3, Sw: 2, Judge’s intervention. Combining hammer 3/4/5 with Judge’s intervention is really effective, but you will eventually still get kited if a class wants to kite you.
en memorandum de Rob…
I love when I lose a 1v1 fight against a warrior who has 8k more hp and his passive healing is 3 times what mine is and I think “Ya know, even after we got nerfed into the ground during the beta events, we still didn’t have that much damage and passive healing”
I love that
Guardians are supposed to have low health. Stop trying to make guardians op. If you want heavy armor with high amounts of hp, you probably should have rolled a warrior. Judgement is really good as is.
By OP do u mean a warrior’s health pool with warrior regen? lulz
Ruining YOUR game mode? How about:
Ruining wvw by killing small man
Ruining wvw by having small maps
Ruining wvw by having a 1 week rotation
Ruining wvw by having everything based on PTT
Ruining wvw by giving rewards for capturing stuff
Ruining wvw by having downed state
Ruining wvw by having no diminishing returns on CC
Ruining wvw by having a 5 man aoe cap
Ruining wvw by not having its own balance like with spvp
Ruining wvw by worsening class balance
Ruining your game mode? We are the ones that play it, we’re the gamers. This is OUR game
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Tera was not hard at all and extremely poorly balanced. Yes, there are a lot less key binds, but that doesn’t make the game easy. More key binds doesn’t make a game difficult, aiming doesn’t make a game difficult either. In those other games you could macro, in SW:TOR I played a hybrid dps/healing operative. I had both action bars on the sides filled with abilities I used a lot, my main filled with abilities I used every fight, and my ‘shift+’ action bar loaded down with stuff I used most fights. However all of that stuff was macroed and it really didn’t require much more muscle memory to get it nailed down.
I’ve played the game for a year now and looking back at the beginning it was quite difficult to learn all the other classes while min/maxing my own class. But after a month or two I could call out what each classes weapon combos were going to throw at me and as well as most utilities. As for the dodge mechanic it works very well in the game. I always laugh at the people that double dodge and leave themselves open to huge attacks/condi application for the next 5-6 seconds.
Hello everyone. I played SPvP quite a bit in the beta, but switched to wvw after the game launched. I like the idea of SPvP but just point defense seems very dull. I was hoping they would add a game option similar to the map objectives in Enemy Territory games. Heres a link to a map called ‘Beer Run’
http://splatterladder.com/?mod=mapinfo&idx=2381
When the attackers completed an objective it moved the spawn points around as well as changed where the battles were fought on the map. I’d love to see something like this added to the SPvP repertoire.
I thought that too, but then I really started to pay attention to the damage. It was cut by 50% =(
That is literally sigil of hydromancy…
Moving a large force to a new map, only to have 30 of them locked out
LOL you’re right, your karma train is a way more valid form of pvp
Are you actually going argue the validity of a group of people actually doing something wvw-related and helpful to the server, compared to a group of 15-25 doing absolutely nothing of use to anyone? Sure, a wxp train might have other motivation, but it’s certainly a lot more valid to wvw than anything happening behind the windmill. Staging a gvg inside wvw is about as “invalid” as you can possibly be. And that is my point.
What does something being a “valid form of pvp” have to do with this? What is a “valid” form? 30-50 players going out of their way to avoid the gametype they are in, just so they can pointlessly kill each other for an hour is more “valid” somehow?
If you want “valid” pvp, go do spvp. WvW consists of a lot more than killing other players. And open field doesn’t exactly count as “valid” in wvw when it’s a planned mock fight between 2 groups that aren’t even attempting to do anything relevant to wvw.
I’m not the biggest fan of GvG, but I understand why they do it.
1) These players usually run small man compared to the rest of the groups on their server. For example a T-8 ‘small man’ would be something like 3-5 but no more than 10, and a T-1 ‘small man’ would be 15-25.
2) The zergs in this game have become progressively larger since launch and this is due to the evolution of WvW. Rewards, small map size, game mechanics (condi-meta, AOE cap, downed-state, zerg reviving stomped players, etc) have contributed to all of this.
3) Since the zergs have become larger, small mans have had to adapt to this. Running tankier specs, classes that have a lot of escape, or having weapons/utilities that allow for easier escape.
4) With zergs being larger, wvw maps being so small, and small mans not able to contribute to the war effort (btw I don’t count capping a supply camp as helping the war effort since a 30+ man zerg can rush in, cap it, clear its supplies, and be out of there in the time it takes 3-5 people to kill the guards) they are looking for something competitive.
These players are looking for a balanced fight and some ranking system so they can have a competitive gaming experience. Since small mans have been pushed to the side I don’t mind these guilds ‘wasting’ 1 hour of wvw time fighting each other. For me thats way more meaningful than a karma train doing what they do.
I don’t know how many of you out there use this combo, but whenever I jump into an enemy group and hit them with a Hammer 2 then swap to GS and hit 2, sometimes my character jumps around doing the Hammer 2 animation with my GS while doing 1/3 of the usual damage of GS 2. The only thing I can think of is that I activate GS 2 too early…which is kinda dumb. Its been happening for awhile and its kind of frustrating.
Anyone else been having this problem?
If you play games for rewards, you might need to find a new hobby =P
We aren’t anti-zerg. We are ‘anti-everything in wvw gives even more strengths to zergs’
Downed State
Power Reviving stomped players
AOE cap
Small maps
Defense points being able to attack another defense point
Zergs already have strength in numbers, why do they need more strengths?
That’s easy, every single decent guardian solo spec has been butchered either directly (healway) or indirectly through buffing every single class but us (and eles)
We can’t chase, we can’t run away, we can’t really take on most other roamer classes:
Thiefs own us 1v1…atleast until S/D gets looked at. And a thief can always run when taken low
Warriors are simply superior to guards in EVERY aspect now, they have better chasing power and best mobility in game, on top of it all
Necros slaughter us
The occasional condi tank mes also owns us….
Need I go on? Oh ya, we can kill the occasional nub ranger or staff ele though….if they don’t make it to a tower or camp in the next 2 min.Thieves are predictable and I just plan to have a counter in place for when they actually go in for the attack. D/D thieves aren’t a problem unless they catch you unaware cause you’re distracted fighting something else for example and when it comes to S/D keep applying the pressure don’t let him have a moment to breath.
Still haven’t lost a 1vs1 fight with a Warrior to date. Predictable and simple enough to counter. The new running away business can get you down but just take it as a win and find something else.
Necro’s I usually kill them before they can really do anything and the moment they do the condition spam I remove them and they’re left with not much else for a time. Just keep hounding them and they’ll drop.
Mesmers are that class that in 1v1 are pretty darn good but that’s all they got going for them. In group play etc all they offer is a few extra targets and some invisibility but hopefully that’ll be balanced out. Again when fighting them don’t let them breath since I see far too many people running around being torn to shreds by illusions instead of chasing down the real one constantly.
HAHAHAHAHAHAHAHAHAHAHAHAHA…………ohhh man! that ish is so funny!!!
You gotta let me know what necros you fight that don’t use death shroud or plague/lich form. Also what mesmers are out there that don’t have at least 3 forms of stealth with plenty of blinks/invulns. And I guess you’ve also never ran into a condi warrior or a mace/shield GS warrior. Also you left out D/P thieves or perplexity thieves, and I guess those S/D thieves u fight forget to use their teleports.
5 seconds would have been a good internal cooldown. 15 seems too much.
Are you really defending these runes? They’re the most broken thing to ever enter this game. You see thieves facerolling everyone spamming 4 for the lulz. God, I hate ignorant people that can’t play normally and need a crutch to rely on. I hope these get nerfed to hell. No rune should suddenly make a class that has no confusion the master of confusion. Otherwise I demand a rune that lets me deal 5k damage whenever I auto attack.
I sense an angry Mesmer amongst us. I’m guessing that’s your main class. And what do you have to say about stun lock warriors?
He might be angry, doesn’t change the fact that hes right, lol
I think adding this to the game would really balance out a severely over-used mechanic that is quite cheesy. It would be nice to either force the target out of stealth if they take damage, or allow the person that dealt the damage to the stealth target to see it.
With the amount of ports/leap finishers thieves and mesmers have, there needs to be some risk/reward put into the stealth mechanic. Its insane that this is still in the game.
How dare you say Guards need something Amins….
HOW
DARE
YOU
;)
I’d really love to see Guard scepter re-worked as well as the sword.
Scepter 1 hardly hits in pvp/wvw, counts as a projectile, but isn’t a projectile finisher.
Scepter 2 needs to do be rebuilt, it hardly hits the target in the center with all of the damage.
Scepter 3 is solidSword 1’s last chain attack needs some love, having each attack doing 269 base would bring it in line with other sword chain attacks.
Sword 2’s damage needs to be improved. I’ve flashing bladed onto a mosquito in wvw, it didn’t die as I ran through it and I was stuck in combat speed…
Sword 3…Sword 3 doesn’t track hardly at all (I’ve had it miss at 200 range with someone running by me), the block hardly blocks properly and the ‘utility’ of this doesn’t make sense. Why cast Sword 3 to only block projectiles instead of reflect, when I can dodge forward and have a better chance of hitting with sword 3 from a closer range. Ohh, and it can be reflected as a projectile but doesn’t get projectile finishers for some reason.Greatsword is fine
Hammer is mostly fine, could use the same lock on target boost that Greatsword 3 got, would also like to see a little more range on the Hammer 2 but that might make it from a strong attack to OP.
Torch is hardly used because it has no defensive ability and condi Guard is useless without at least 1-2 more types of condition application.
Focus is solid
Shield is solid
Staff is solid
Mace is solid
I would also love to see Guards get a hard CC of some kind and symbols need to apply chill. We have decent ability to do damage to people fighting on ground we control, but we have ZERO way to keep them there on that ground.
just saying, 2 1h sword autoattack chains deal more dmg than 100b in the same time.
While thats true that it does more base damage a Guard has to put a ton more into defensive stats so it can survive in melee.
Lets be real, how often have you ever heard “OMFG That zerker Guard is OP”
ZZzzz….
I’d really love to see Guard scepter re-worked as well as the sword.
Scepter 1 hardly hits in pvp/wvw, counts as a projectile, but isn’t a projectile finisher.
Scepter 2 needs to do be rebuilt, it hardly hits the target in the center with all of the damage.
Scepter 3 is solid
Sword 1’s last chain attack needs some love, having each attack doing 269 base would bring it in line with other sword chain attacks.
Sword 2’s damage needs to be improved. I’ve flashing bladed onto a mosquito in wvw, it didn’t die as I ran through it and I was stuck in combat speed…
Sword 3…Sword 3 doesn’t track hardly at all (I’ve had it miss at 200 range with someone running by me), the block hardly blocks properly and the ‘utility’ of this doesn’t make sense. Why cast Sword 3 to only block projectiles instead of reflect, when I can dodge forward and have a better chance of hitting with sword 3 from a closer range. Ohh, and it can be reflected as a projectile but doesn’t get projectile finishers for some reason.
Greatsword is fine
Hammer is mostly fine, could use the same lock on target boost that Greatsword 3 got, would also like to see a little more range on the Hammer 2 but that might make it from a strong attack to OP.
Torch is hardly used because it has no defensive ability and condi Guard is useless without at least 1-2 more types of condition application.
Focus is solid
Shield is solid
Staff is solid
Mace is solid
I would also love to see Guards get a hard CC of some kind and symbols need to apply chill. We have decent ability to do damage to people fighting on ground we control, but we have ZERO way to keep them there on that ground.
I don’t really care about ‘wvw abilities’. They are just fine, not on the same level as RR abilities, but they are fine. I’m talking about game mechanics supporting zergs in nearly every aspect, class mechanics like stealth that has zero risk and complete reward, and various other things. Zergs already have the advantage of damage output and numbers, lets hope they don’t get anymore advantages =P
GW2 has a huge wvw community, ranging from casuals to competitive. We have a GvG system set up by members of the community. They have an amazing situation of people that want to play their game and can make it from good to great. I’m hoping they raise the bar instead of lowering it.
How about a 10v10 or 15v15 with ‘assault’ map modes. Maps like in ET:RTCW, ET:QW, or Void Star in SWTOR.
I think they could really improve not only SPvP, but the GvG aspect as well. It would be nice to see some dynamic content…
How about we keep PvE in PvE and WvW in WvW. There are some insanely major problems with the wvw system and I for one would love to see a road map as to what kind of attention is going to be given towards WvW in the upcoming months. Instead we got some guy demanding that his WvW experience give him free PvE loot and DevonCarver feeling he should answer him.
WvW is for fighting players, not for PvE…how about we answer the problems of: mass-zerging, lack of balance towards small mans, condi-application/condi-meta, class balance.
A road map if you would sir! We’re in the woods with no direction and no answers! =*(
I want that 4 second daze back that thieves keep taking from us ><
Well, speaking strictly about SPvP, I’d be down with it if there was an ‘assault’ mode, various maps, and battles 10-15 per team. Much like VoidStar in SWTOR , or every map in ET:RTCW. Point defense is…unimaginative imo
I’ve min-maxed in every mmo I’ve been in since UO, but its insanely difficult to do anything when the class is so jacked up. I’m assuming that they are going to rebuild the class, its just annoying thakittens taken so long to address these problems that have been here since beta…