Showing Posts For Dynnen.6405:

Vigor Nerf

in Guardian

Posted by: Dynnen.6405

Dynnen.6405

Lol, pve dats cute

EotM is amazing. Thanks WvW team.

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Posted by: Dynnen.6405

Dynnen.6405

Terrain is cool (instead of mists I would have made rivers and actual terrain meant for fighting, but thats just me) the automated cannons/quicksand bullkitten has got to go.

The Final Nail in the Coffin

in WvW

Posted by: Dynnen.6405

Dynnen.6405

It’s pretty easy to dodge the turret attacks or bring stability.

Yes, but not so easy mid fight.

The Final Nail in the Coffin

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Posted by: Dynnen.6405

Dynnen.6405

Its less about having fair fights since those don’t really exist and more about having what would have been a good fight turned to complete kitten because after having to dodge specific attacks then eatting cannons in the face and getting killed is completely kittening kittened. It wouldn’t be so bad, but everywhere I went in the desert area had some sort of random cannon fire or 3 second root for no GD reason.

Retaliation damage in EotM

in WvW

Posted by: Dynnen.6405

Dynnen.6405

Dontcha love that Retal got nerfed and Guardian damage didn’t get increased to compensate? Love that pigeon holing

The Final Nail in the Coffin

in WvW

Posted by: Dynnen.6405

Dynnen.6405

You might find you belong more in PvP than WvW, then. WvW is not a “fair” battleground to begin with. It is war.

On what planet does automated defense turrets that hit for 1/3 or 1/4 your HP that has a 2 second knockdown AND fires every 5 seconds make any sense? How is that fun?

You are that special kind of casual that game devs seemed to be focused on getting…ugh is Camelot Unchained out yet?

The Final Nail in the Coffin

in WvW

Posted by: Dynnen.6405

Dynnen.6405

None of that kitten I mentioned belongs in pvp…ever

Lol not according to the devs. Siege around every corner ruining fun engagements. Probably never going back.

Thats why the title is “The Final Nail in the Coffin” =P

The Final Nail in the Coffin

in WvW

Posted by: Dynnen.6405

Dynnen.6405

None of that kitten I mentioned belongs in pvp…ever

The Final Nail in the Coffin

in WvW

Posted by: Dynnen.6405

Dynnen.6405

Automatic turrets that knock down and deal a bunch of damage (ohh and they aim better than players do), quicksand, lots of places to get knocked off, traps, etc..etc…Way to run over every hurdle in the 100 meter hurdles guys.

Vigor Nerf

in Guardian

Posted by: Dynnen.6405

Dynnen.6405

Will they increase the healing on dodge roll since we’re not going to have has much vigor? Or will it be the exact same thing that happened with retaliation nerf?

Are warriors better?

in Guardian

Posted by: Dynnen.6405

Dynnen.6405

^^ Not really, but ok. =]

I mean, not everyone plays the same way as you. That really is okay.

Which is just as well, because as far as I can tell all you do anymore is be negative on the forums.

His negativity might have something to do with how bad they’ve done wvw, not improved/fixed Guards, stealth mechanics, aoe cap, etc, etc, etc…

When they say they want to have a chat about something, and then don’t respond on our forums for 2 months; its obvious they don’t get a rats kitten about Guardians or think they are just fine…which they aren’t just fine

Easy Solution to Remove Zerg in WvW

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Posted by: Dynnen.6405

Dynnen.6405

Remove AOE cap and everyone rebuilds to AOE + crowd control. Totally new meta for weapons, skills, runes etc. Game balance goes down the toilet. ANet has to re-balance the entire game.

How is this an easy solution?

And bringing up DAOC and WAR as examples of great WvW. Seriously? Where are those games? CC + AOE basically destroyed game balance in WAR and caused a mass exodus of players. And DAOC was never popular.

Why not just argue that communism was a great success?

WAR destroyed itself due to bugs and EA/Paul Barnett/Jeff Hickman promising a bunch of stuff and not delivering (sounds familiar?). Yes there were some cheesy things in the game, but nothing like what we have here. DAoC never popular? Look at the number of people that played that game and remember, this is pre-wow. So PC gaming wasn’t as easy to get into at that time. DAoC had 8 expansions from its launch in ’01 to ’07.

A few things to take away from this:

WvW is based on DAoC’s system, but missing some key features and mechanics.
DAoC’s balance patching schedule was every 1-3 weeks instead of 3-6 months.
Meta is just an excuse on how unbalanced things are.
Lastly, theres a reason people are still talking about how DAoC did things right.

Easy Solution to Remove Zerg in WvW

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Posted by: Dynnen.6405

Dynnen.6405

The thing about DAoC and WAR is that PBAoE did MORE damage at the center of the target area and tapered off from there. Instead of forcing the game engine/mechanics to balance the game it was balanced with “Are you dumb enough to stand in the center of the AOE?” PBAoE in this game means the 5 people closest to the center take the damage…which is dumb

Also there was a huge difference in single target an aoe damage. Single target damage was drastically higher than aoe. In this game aoe abilities compete with single target damage…which is dumb

Next is map sizes. These things are too kitten small…period…which is dumb

And who can forget diminishing returns on CC? There were stuns, roots (immobilize), mesmerize. Stuns went full duration unless you purged it, then you gained complete immunity for a short period of time. Roots could break on damage and would give you a short immunity. Mesmerize were long duration ‘stuns’ that broke on damage, and once they broke you got immunity. This made CC critical, because if you hit it at the wrong time you might lose the fight. There was a risk-vs-reward aspect to CC in DAoC that we really haven’t seen since =/

Lastly there were mechanics in DAoC that helped break up the zergs as well. Darkness Falls was a PVE/PVP dungeon that had great gear, but you could only control it if you had control of a majority of the keeps. So once your server got enough control, you could get into Darkness Falls. This pulled a portion of your zerg out of PVP and into PVE/PVP. The relic keeps function in the same way and weren’t as ridiculous as they have been in this game, plus they were hard to get. If your faction was pushing a relic keep, enemy forces could back-cap keeps regaining their shield on the relic keep.

(edited by Dynnen.6405)

Are warriors better?

in Guardian

Posted by: Dynnen.6405

Dynnen.6405

At baseline the warrior is a lot better than the Guardian. Traits/weapon combos/player make the Guardian better or even worse. But at baseline, the warrior is better.

Easy Solution to Remove Zerg in WvW

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Dynnen.6405

I do not think they should remove zerg combat, but it would be nice if the AoE cap was removed and 10-15 had a chance against 20-25.

WvW was meant for large scale combat, and they already have stated they won’t be changing that. However, I would not be adverse to doubling the AoE cap from 5 to 10 to give superior players a chance against more numbers.

Zerg =/= blob. Gw2 doesn’t have issues with zerging, Gw2 has issues with blobing. In every other mmorpg i played, players were directly punished for stacking up. Take “Rift” conquest for example- total zerg fest: but players that were stacking up was getting totally wiped by groups that spread out in the field, circle them up and fry their blob with aoes till the y get nice and crispy and thats how it should be.

I agree with you. The thread topic said Remove Zergs, but I think blobbing is the bigger issue. DAoC made you strategically move around in a zerg, far enough apart to not be AoE bombed, but close enough together to keep large scale fights going. The AoE cap cripples WvW in this game, and promotes the blob mentality.

EDIT: To the poster above, several heal effects on Guardian effect the entire zerg, not just 5 people.

Name them please.

http://wiki.guildwars2.com/wiki/List_of_guardian_skills

Read through them, several of the ones that heal an area, unless specified to a limit of 5 people, heal everyone in the target area. Not just 5 people in the target area.

Also, as it is not quite the same but I feel worth mentioning, some of the shouts that add the Regen boon affect everyone around you, not just 5 people as well.

I am aware however, that boons =/= straight healing, so take that as you may.

I am also aware that some of the abilities that DO only heal 5 allies do not state so, such as Empower in the staff skill set. However, there are others, such as heal area, that I have seen heal more than 5 people myself using the ability.

Virtues: 5 targets
Weapon skills: 5 targets
Symbols: 5 targets
Utilites: 5 targets

Which ones specifically were u referring to?

Guardian staff skill 4 (empower)

http://wiki.guildwars2.com/wiki/Empower

Its 5 targets, and the Guardian…so technically yes…more than 5. But we were talking about more than that. So heres the nit-picky award of the week to you!

(edited by Dynnen.6405)

cond Dmg guardian, possible?

in Guardian

Posted by: Dynnen.6405

Dynnen.6405

The condi/condi-counterplay in this game is a complete kittening joke.

Leap Skills Should require a target

in Profession Balance

Posted by: Dynnen.6405

Dynnen.6405

But why should gap closers and escape mechanisms not be rolled into one?

Because it allows professions not meant to escape to do so, or professions not meant to close gaps to overwrite that weakness.
Dark Path is a good example of a “gap closer” -it doesn’t work without a target, and has associated damage and effects, so its a fairly bad escape in most situations (critters aside), and is best used for offense.
Blink is good examples of an escape mechanism, as all it does is let you move around and avoid damage without hampering your foe, so it has no direct offensive applications.

“Because it allows professions not meant to escape to do so”

According to you. I don’t remember seeing anywhere that anet has said gap closers shouldn’t be used for escape.

And don’t bother bringing up Elementalists. Anet never said why they chose to nerf rtl (as far as I know anyways) so any reasons as to why that happened is just speculation at best.

If a gap closer can be used to further remove risk vs reward choices made IN combat then thats terrible design.

If you use a gap closer in combat to get closer to another target instead of the one beating your kitten to avoid damage, thats a risk vs reward choice and is smart design.

How come this is so difficult to understand? Are you guys really wanting all counter play and risk vs reward removed from this game?

Removed? I’m confused. I’m guessing we’re mostly talking about warriors here and warriors mobility hasn’t changed since the head start weekend.

Though I could mistaken and you have something else in mind. That’s beside the point, what exactly is being removed when arguing for nothing to change vs nerfing skills?

If anything you are the one who is asking for something to be removed.

LOL. If a warrior jumps into a fight knowing that at any moment he can swap to GS for burst then hit the 3/5 combo and yolo out of there…thats not risk vs reward. Theres hardly any risk and great reward. So thats what I’m talking about. Its this kind of thing that needs to be fixed, not the actual ability.

For instance, that scenario I just described. If the warrior had to use 5 towards another target he’d have to find one outside the fight, or a target on the other side of the fight away from the incoming damage. Do you see how much more interesting that gameplay is? Not only for the warrior, but the other people in the fight? It requires situational awareness =P

Stealth/Backstab no risk high reward

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Posted by: Dynnen.6405

Dynnen.6405

begin sarcasm

NUH UHNH! You gotta get in melee! Theres plenty of risk right there to someone blindly swinging into the air with you not being removed from stealth! L2P BRAH

end sarcasm

Leap Skills Should require a target

in Profession Balance

Posted by: Dynnen.6405

Dynnen.6405

But why should gap closers and escape mechanisms not be rolled into one?

Because it allows professions not meant to escape to do so, or professions not meant to close gaps to overwrite that weakness.
Dark Path is a good example of a “gap closer” -it doesn’t work without a target, and has associated damage and effects, so its a fairly bad escape in most situations (critters aside), and is best used for offense.
Blink is good examples of an escape mechanism, as all it does is let you move around and avoid damage without hampering your foe, so it has no direct offensive applications.

“Because it allows professions not meant to escape to do so”

According to you. I don’t remember seeing anywhere that anet has said gap closers shouldn’t be used for escape.

And don’t bother bringing up Elementalists. Anet never said why they chose to nerf rtl (as far as I know anyways) so any reasons as to why that happened is just speculation at best.

If a gap closer can be used to further remove risk vs reward choices made IN combat then thats terrible design.

If you use a gap closer in combat to get closer to another target instead of the one beating your kitten to avoid damage, thats a risk vs reward choice and is smart design.

How come this is so difficult to understand? Are you guys really wanting all counter play and risk vs reward removed from this game?

Leap Skills Should require a target

in Profession Balance

Posted by: Dynnen.6405

Dynnen.6405

But why should gap closers and escape mechanisms not be rolled into one?

Because it allows professions not meant to escape to do so, or professions not meant to close gaps to overwrite that weakness.
Dark Path is a good example of a “gap closer” -it doesn’t work without a target, and has associated damage and effects, so its a fairly bad escape in most situations (critters aside), and is best used for offense.
Blink is good examples of an escape mechanism, as all it does is let you move around and avoid damage without hampering your foe, so it has no direct offensive applications.

How DARE you make sense…YOU TAKE THAT BACK RIGHT MEOW!

Leap Skills Should require a target

in Profession Balance

Posted by: Dynnen.6405

Dynnen.6405

yes make them require target then they will be completly useless!

9/10 times rush/bullsrush other gap closers will bug if target moves a little. So doing this will make mobility skills insta death button.

If you gap close at someone, you’re still closing the gap even if the damage doesn’t land. I’d rather have Warrior GS 5 hardly hit me but still close the gap with me, instead of the warrior using it to escape from a fight all the time.

Yes you would like that but now look at it from the warrior prospective. We would actually like our skills to hit and do what they were meant to do. We would not like our skill to run to you then hold us in place or make us run a wierd buggy circle around you then hit the air way away from your direction.

I didn’t expect this from you AD guys. Come on you guise. I know mobility skill get used the wrong way but the people that use em to kite or get some distance to heal then come back in don’t deserve this. Sure there are trolls that just run and keep on running but they arn’t worth the bother to chace in wvw as kills have no real contribution to wvw unless you are taking something and need to kill people in the way.

Making these skills require targets will only dumb down the game more.

Btw if this did go through im pretty sure ppl will target the various random mobs in wvw and keep doing what you shouldn’t be bothering with which is running. After that I think you will put up a ‘’remove mobs from wvw’’ Then you will remember wait I needed those things to stack sigils… Then comes the ‘’Bring back mobs to wvw’’ thread and this is why we cant have nice things.

Sry, I’m a Guardian. I’m so used to things not hitting I just assume everyone elses attacks don’t hit like they are supposed to either. Sword auto attack number 3, Sword 3, Scepter 1, Scepter 2, Scepter 3, Hammer 2 on elevation change, GS 5 on targets at max range, Staff 2 getting stuck in the ground and getting bugged so you can’t use it, Focus 4 not hitting for a TON of reasons, and Shield 5 not blocking projectiles.

But yea, Rush…gotta fix that, hehehe

(edited by Dynnen.6405)

All classes - remove vigor

in Profession Balance

Posted by: Dynnen.6405

Dynnen.6405

I would love to see Vigor gone from the game, or at least made very hard to gain as a boon.

The whole reasoning behind the current Berserker meta is because the ‘best’ players can dodge whenever necessary, removing the need to trait defensively. How can they dodge so much? Permanent or near-permanent vigor gained through extremely accessable traits and sigils).

For example, the fact that a guardian has access to essentially permanent vigor means that they don’t have to rely on their various blinds and aegis. Removing that vigor means that they have to play more cautiously and their party wide support is more greatly appreciated.

Thoughts?

Guardian HAS to play cautiously all the time. Low mobility, no soft CC, bottom tier hp…the Guards that don’t play cautiously get get shredded quickly

Easy Solution to Remove Zerg in WvW

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Posted by: Dynnen.6405

Dynnen.6405

Here is your solution!
Get out of wvw and go play pvp!
All the small team you can handle!
Not everyone wants to have small scale battles all the time.
In fact, most people that play wvw want zerg vs zerg.
Get over it.

DAoC was balanced around 8 man. The only advantage a zerg had was numbers.
This is the correct way to balance it.

No aoe cap, huge maps, not that many waypoints, your faction gained access to a dungeon if you controlled most of the keeps (this ate away at zerg sizes). Just about everything in that game took away from the zergs. It forced them to play smart. They had to spread out and push at the right time while protecting their main DPSers/bombers/healers.

This game its all “STACK STACK STACK, OK MIGHT STACK MIGHT MIGHT MIGHT, PUSH PUSH PUSH, DOUBLE DODGE DOUBLE DODGE, WATER FIELD BLAST BLAST, OMG BOMB BOMB BOMB BOMB BOMB BOMB BOMB BOMB BOMB BOMB BOMB BOMB BOMB BOMB, WTF WHY DON’T YOU LISTEN?!?!?!”

You can’t tell me that listening to ^THAT^ kitten and spamming auto attacks is fun. Double dodge in small man and you’re dead, double dodge in zerg and you’re fine. Makes sense…

Spvp balance scares the #@!$ out of me

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Dynnen.6405

play mesmers… all we get are nerfs in every patch !

Rofl, yea…mesmers are in a REALLY kittenty place right now…hahahahaha

What the heck is going on with SoS?

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Posted by: Dynnen.6405

Dynnen.6405

who is bp going to fight now. all we get is the db karma train nowadays.

You can always throw the rest of your matches to force DB up a tier and away from you permanently, but that carries the risk of dropping a tier.

Or xfer to TC and merge forces with GF for some good slaughter for the last couple of months we play this game….hmmmmmmmm…….

What the heck is going on with SoS?

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Dynnen.6405

Might xfer my alliance to TC to handle these traitors…

Easy Solution to Remove Zerg in WvW

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Posted by: Dynnen.6405

Dynnen.6405

I do not think they should remove zerg combat, but it would be nice if the AoE cap was removed and 10-15 had a chance against 20-25.

WvW was meant for large scale combat, and they already have stated they won’t be changing that. However, I would not be adverse to doubling the AoE cap from 5 to 10 to give superior players a chance against more numbers.

Zerg =/= blob. Gw2 doesn’t have issues with zerging, Gw2 has issues with blobing. In every other mmorpg i played, players were directly punished for stacking up. Take “Rift” conquest for example- total zerg fest: but players that were stacking up was getting totally wiped by groups that spread out in the field, circle them up and fry their blob with aoes till the y get nice and crispy and thats how it should be.

I agree with you. The thread topic said Remove Zergs, but I think blobbing is the bigger issue. DAoC made you strategically move around in a zerg, far enough apart to not be AoE bombed, but close enough together to keep large scale fights going. The AoE cap cripples WvW in this game, and promotes the blob mentality.

EDIT: To the poster above, several heal effects on Guardian effect the entire zerg, not just 5 people.

Name them please.

http://wiki.guildwars2.com/wiki/List_of_guardian_skills

Read through them, several of the ones that heal an area, unless specified to a limit of 5 people, heal everyone in the target area. Not just 5 people in the target area.

Also, as it is not quite the same but I feel worth mentioning, some of the shouts that add the Regen boon affect everyone around you, not just 5 people as well.

I am aware however, that boons =/= straight healing, so take that as you may.

I am also aware that some of the abilities that DO only heal 5 allies do not state so, such as Empower in the staff skill set. However, there are others, such as heal area, that I have seen heal more than 5 people myself using the ability.

Virtues: 5 targets
Weapon skills: 5 targets
Symbols: 5 targets
Utilites: 5 targets

Which ones specifically were u referring to?

Easy Solution to Remove Zerg in WvW

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Posted by: Dynnen.6405

Dynnen.6405

I do not think they should remove zerg combat, but it would be nice if the AoE cap was removed and 10-15 had a chance against 20-25.

WvW was meant for large scale combat, and they already have stated they won’t be changing that. However, I would not be adverse to doubling the AoE cap from 5 to 10 to give superior players a chance against more numbers.

Zerg =/= blob. Gw2 doesn’t have issues with zerging, Gw2 has issues with blobing. In every other mmorpg i played, players were directly punished for stacking up. Take “Rift” conquest for example- total zerg fest: but players that were stacking up was getting totally wiped by groups that spread out in the field, circle them up and fry their blob with aoes till the y get nice and crispy and thats how it should be.

I agree with you. The thread topic said Remove Zergs, but I think blobbing is the bigger issue. DAoC made you strategically move around in a zerg, far enough apart to not be AoE bombed, but close enough together to keep large scale fights going. The AoE cap cripples WvW in this game, and promotes the blob mentality.

EDIT: To the poster above, several heal effects on Guardian effect the entire zerg, not just 5 people.

Name them please.

Easy Solution to Remove Zerg in WvW

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Posted by: Dynnen.6405

Dynnen.6405

They CAN’T remove the AOE cap. Its part of the engine and can’t be changed. They’ve said this plenty of times. If they could change it, at this point its kinda like stealth mechanics…too late to fix it.

I played WvW since day one.. and I remember something called a “turtle tactic” group up as a ball and no one dies because there was no max for aoe heals and buffs… I imagine damage is considered the same thing as heals for the engine (except that one of them is positive and the other is not). Make of that what you will just my 2 cents.

I have also played since day 1 and I remember heals always having max targets. Anyone else remember this? Because I’m fairly certain its always been 5 targets max on all things

(edited by Dynnen.6405)

Easy Solution to Remove Zerg in WvW

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Posted by: Dynnen.6405

Dynnen.6405

They CAN’T remove the AOE cap. Its part of the engine and can’t be changed. They’ve said this plenty of times. If they could change it, at this point its kinda like stealth mechanics…too late to fix it.

This is sad then. All good WvW game didn’t have this AoE Cap. DAOC and Warhammer.

IMO this aoe cap reduce the skill cap between a good group and a mindless zerg.

In DAoC the zergs only had the advantage of numbers. However in this game they have the advantage of:

AOE cap (A 5 man team can only put damage into 33% a 15 man group while the 15 man group can put damage int 100% of the 5 man group)
Downed State
Small Maps
Defense points being able to hit one another
Mass Swiftness

Theres so many things that need to be fixed with WvW =(

Easy Solution to Remove Zerg in WvW

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Posted by: Dynnen.6405

Dynnen.6405

They CAN’T remove the AOE cap. Its part of the engine and can’t be changed. They’ve said this plenty of times. If they could change it, at this point its kinda like stealth mechanics…too late to fix it.

Discussion: Downed/dead state and zerging

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Posted by: Dynnen.6405

Dynnen.6405

Thanks for the post, OP. This is a fairly polarizing topic, but it is interesting nonetheless. It came up quite a bit in the 3 likes / 3 dislikes thread as well. Changing the way downstate works would have such a large sweeping change on the way the game is played – it’s sort of fun to theorycraft the ramifications!

Keep in mind, I’m just spit-balling here – none of this is in the works. I would just like to see some more conversation on the topic.

So, what if you only rallied allies when you stomped someone, rather than cleaving the body? This would be much more difficult to pull off in large-scale fights, but you would have added risk/reward for attempting. Would even-numbered fights still snowball?

It would almost always affect players in small-scale fights as well. I’ve won plenty of 1v2’s in WvW and PvP from downstate, getting that clutch rally at the right moment – but that would go away too.

What if you couldn’t hard rez downed allies? What are the positives and negatives?

Anyways, just rambling. Feel free to discuss! If you have any good threads on the topic that come to mind, feel free to link them for me.

The problem with wvw currently is all the mechanics benefits the zerg.

1) AOE cap: Can’t be fixed because of game engine issues, but it allows zergs to exploit ‘PBAoE’ damage. More numbers, the more spread out damage is. If a 5 man attacks a 15 man, the 5 man can only put out damage to 33% of the 15 man. However the 15 man can put 100% damage against the enemy group. This advantage to the 15 man is further compounded by the RNG of the PBAoE system in this game. PBAoE used to mean the closer you were to the center of the AOE, the more damage you would take. Now it means if you’re the closest person to the center you are top on the list of 5 people to take damage.
2) Map size: These things are so small that its really easy to move around in the borderlands. Defense points can attack other defense points with trebs. Waypoints make the maps even smaller.
3) Downed state: The people who have the most players have a significant advantage. More people to revive, more people to soak up damage, etc. Downed state also makes it difficult if your in a group that is half the size of the one you are fighting. They can maintain damage on you while also reviving their people. Since you have less people in your small man, that also makes it harder for you to get stomps since you can’t stack a ton of people on top of the people attempting to get stomps.

There are more but I don’t want this to turn into a bigger wall-of-text

There needs to be a lot more focus put into WvW development, its still very popular and needs help =(

Discussion: Downed/dead state and zerging

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Posted by: Dynnen.6405

Dynnen.6405

If you are stomped, you can’t get revived in combat.
If you are stomped, you are forced to respawn within 3 minutes.

TBH the number of people who can revive someone should be reduced to 3. Downed state gives SO much of advantage to the larger group its not even funny.

New Warrior GM Arms trait: "Kiss the Rings!"

in Profession Balance

Posted by: Dynnen.6405

Dynnen.6405

Since Warrior will lose a lot of utility from a combo like that I don’t see why not. Just make them nearly immortal in exchange for all the utility they’d lose.
Not a bad idea

You do realize how horribly broken that would be on a bunker.
Guardian builds designed purely to bunker can’t do that, and guardians are pretty much the go-to for bunkering.

I don’t believe this would be broken at all. It would open up a lot of different builds and play styles.

Balance, Diversity vs. Equality, and Choice

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Posted by: Dynnen.6405

Dynnen.6405

You kidding me? That video says some guy from Riot (2nd worst balanced moba of all the garbage mobas out there) was the first to come up with counter-play? They severely lack perspective.

And they use World of Tanks as an example of good counter play?

I understand what you’re talking about OP, but this video is just hilarious.

[All] ANet - Do You See This as Balanced?

in Profession Balance

Posted by: Dynnen.6405

Dynnen.6405

Never cater to casuals. Heres a video on the subject:

[Warriors] best landspeed, no balance

in Profession Balance

Posted by: Dynnen.6405

Dynnen.6405

Well……………………..

Attachments:

[Warriors] best landspeed, no balance

in Profession Balance

Posted by: Dynnen.6405

Dynnen.6405

Can anyone find a post by the devs that says “We want warriors to have high escapability, low soft CC timers, and lots of stability?”

New Warrior GM Arms trait: "Kiss the Rings!"

in Profession Balance

Posted by: Dynnen.6405

Dynnen.6405

Actually its more around 4500. Since you got two hands, you can dual wield the signet rings. Healing on your thumb, index, middle, ring, and on your pinky…both hands.

(edited by Dynnen.6405)

[Warriors] best landspeed, no balance

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Posted by: Dynnen.6405

Dynnen.6405

Thats the lovely things about opinions on the internet! You don’t have to have knowledge on the subject to have an opinion, lol

[Warrior]Too much stability * invulnerability

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Posted by: Dynnen.6405

Dynnen.6405

well, i believe this is working as intended. not broken or overpowered.
i.e. this is warriors’ specialty.

since day 1, warrior have the most access to personal stability, but only if they equipped those utility skills. or elite.

balanced stance 8 seconds
dolyak signet 8 seconds
rampage 20 seconds

that is all.
boon duration and sure footed may increase a bit.

yeah i think they are fine.

and boons can be removed, stripped, etc.

Definitely need all that invuln! Especially when you can’t kill a dolyak before two people and some guards kill ya, lol

But on a serious note, Engies have more invuln/blocks than a warrior. Their up time on invuln per minute is higher. But the problem is since warrior can be traited to play itself with passive traits/healing signet that there are more warriors out there than ever before.

I’ve never developed a game, but from an analytic standpoint if the warrior population increases by 10-15% in wvw, and 95% of warriors switch to a particular heal because its over po….effective. Something went wrong in balancing =P

Leap Skills Should require a target

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Posted by: Dynnen.6405

Dynnen.6405

Hmm, don’t get regen on those other two either…and they are both master trait…

Hmm, engi have Self-Regulating Defenses as adept trait with full 100% evade against everything, instead of mere physical damage for warrior grandmaster trait…

Now whos changing topics?

[Warriors] best landspeed, no balance

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Posted by: Dynnen.6405

Dynnen.6405

I wandered around the forums and Saw that this Deimos guy is always defending the warriors imabalances in a biased way. I could tell that if one big nerf hits the warrior he’ll quit.

I personally like the 70 pages of post history just from him. lol

[Warriors] best landspeed, no balance

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Posted by: Dynnen.6405

Dynnen.6405

WvW is about more than duels. I’ve encountered solo roaming, high landspeed warriors who’re running the supply lines eliminating doly’s. The counter to this is to send them back to their waypoint. However, due to warrior Landspeed on top of their standard class features, they can easily outdistance any chaser, kill their target quickly, and continue moving to the next one without concern for anyone chasing/attacking them. Towers and keeps require supply to upgrade, and upgrades in order to properly defend, especially against the zerging meta. So your argument “looser fleeing from winner” falls terribly flat. Due to a Landspeed inbalance, warriors are single handedly controlling victory conditions of weekly WvW matchups.

Landspeed is an issue, and needs to be properly balanced.

seems like not enough people is allocated for important dolyaks escort duties.

upgraded supply camp will have a few NPC guards escorting the dolyak.

have a few players with good cc, blinds etc escort the dolyak.
see if that lone warrior is still successful.

i.e. i tried that once as a warrior, it was during WvW season 1, the dolyak was with some NPC guards from an upgraded supply camp, there is like 1 or 2 players nearby since the dolyak is very close to their garrison. i ran it, tried to kamikaze the doylak, for the WvW season 1 achievements. failed. i think one of the human charr guardian /laugh ed.

Couldn’t burst down a dolyak before 2 people and useless guards killed u? rofl
I think this is the root of the problem. Warriors are completely broken in the hands of a great/good/mediocre player. But then theres people that can’t kill a doylak with a pair of guards and two npcs, those the warrior is probably fine on.

Leap Skills Should require a target

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Posted by: Dynnen.6405

Dynnen.6405

Hmm, don’t get regen on those other two either…and they are both master trait…maybe you guys are right and Anet just wants warriors out running everyone.

Leap Skills Should require a target

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Posted by: Dynnen.6405

Dynnen.6405

Oh right, now we changing topics.

Tell me how many ele or engies you’ve seen with melandru runes, I’ve never heard of it.

Leap Skills Should require a target

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Posted by: Dynnen.6405

Dynnen.6405

Master traits vs adept

Aren’t too many that go that deep into tools for an engie
Eles I can see running that, but they usually go Strength of Stone if condi, or Rock Solid for stability. Maybe if it was an adept trait for the other classes they would use it more often.

Ohh and don’t forget tier 2 and tier 3 healthpool instead of tier 1

Leap Skills Should require a target

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Posted by: Dynnen.6405

Dynnen.6405

Some older games got it right …

Some people apparently would rather play other games.

And I will be along with up to twenty or so other people from my guild and allied guilds alone as soon as a viable option presents itself. I suspect I’m not alone.

Good, you do that, go back to Everquest or whatever (older) games got it right. Being able to use skills without having a target was a selling point of this one.

Fairly certain he was talking about games like: Elder Scrolls Online, Camelot Unchained, and maybe even Wildstar. Ofc if we took the entire gw2 population and moved them to DAoC we’d all be a lot happier, lol

I don’t know which games he was talking about but he did say “older games”.

Good point, someone else said other

Leap Skills Should require a target

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Posted by: Dynnen.6405

Dynnen.6405

Dogged march with melandru and lemongrass on the warrior. Two sources of stability.

Shh, I gonna tell you one thing, secret thing, almost nobody knows it yet.
It’s hard to believe, but… you can use melandru runes and lemongrass on other classes. I was literally shocked when someone told me about that.

Other classes don’t have Dogged March, lol

Leap Skills Should require a target

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Posted by: Dynnen.6405

Dynnen.6405

Some older games got it right …

Some people apparently would rather play other games.

And I will be along with up to twenty or so other people from my guild and allied guilds alone as soon as a viable option presents itself. I suspect I’m not alone.

Good, you do that, go back to Everquest or whatever (older) games got it right. Being able to use skills without having a target was a selling point of this one.

Fairly certain he was talking about games like: Elder Scrolls Online, Camelot Unchained, and maybe even Wildstar. Ofc if we took the entire gw2 population and moved them to DAoC we’d all be a lot happier, lol