Showing Posts For Infectious.4836:
No class has the crummy damage we have. That is the problem. Hence the survival/attrition builds you hate so much.
I am pretty sure that guardians have better/or on par healing, and better boon stacking. Because of the low base health, duh. You want them removed too? It is like removing invisibility from thieves and clones/phantasms from the mesmer.
In the end you hate the most defensive builds we can access. Ever played against an ele WITHOUT cantrips and 30 water? You would think that it was fair then, because it takes us back to square one. Barely no means of survivability (and losing three stunbreakers is not in the cards) and meh damage, in combination with the lowest health and armor. We can’t put out enough damage fast enough, so healing for a prolonged battle is necessary.
Anet needs to buff the damage, perhaps add a few more single target skills and change Evasive Arcana to do damage + vulnerability, instead of healing + condition removal. Redoing traits and traitlines will be needed, I wager.
Again, running an ele WITHOUT cantrips is running a SUB PAR build.
They either need to be toned down, or everything else needs to be raised to the same level.
I would rather a combination of the 2 TBH.
I just don’t get how anyone can defend the current meta D/D build.
No class has damage, survivability, mobility, boon stacking and condition removal at the same time.
There are only good players timing their skills and baddies spamming buttons with an open mouth
I really suggest you go have a look at s/tPvP D/D elementist without any biased views of them.
Try using other skills than heartseeker. Or autoattack.
Failing to see what you’re getting at, or refuting any part of the point I made.
If anything, glass cannon thief is probably the “best” match up against a D/D elementist.Nice try insulting me though. Try being objective some time and removing your head from your kitten
I’m not arguing that the ele needs a nerf, I’m arguing compared to everything else, they are better.
You keep talking about an ele with full survival build as we get all this fresh out of the box, why don’t you go and play a 30/30/10/0/0 build and see where you can arrive?
Or you play full defensive or you better kittening hope you’ve got 5-6 people defending you with their life because you’ll go down if somebody sneeze at you…and still only able to deal 2/4 of the thief dmg…that’s ele for you, it seems as you’re the one with a biased opinion
No I’m talking about the current meta D/D build.
I am aware you can run sub par builds.
If you play to “have fun” and don’t give a kitten what build you run fine, go hard.
The rest of us would like a balanced game.
No class has damage, survivability, mobility, boon stacking and condition removal at the same time.
There are only good players timing their skills and baddies spamming buttons with an open mouth
I really suggest you go have a look at s/tPvP D/D elementist without any biased views of them.
Try using other skills than heartseeker. Or autoattack.
Failing to see what you’re getting at, or refuting any part of the point I made.
If anything, glass cannon thief is probably the “best” match up against a D/D elementist.
Nice try insulting me though. Try being objective some time and removing your head from your kitten
I’m not arguing that the ele needs a nerf, I’m arguing compared to everything else, they are better.
Sorry but anyone arguing that the current meta D/D ele is anything short of over powered (to say the least) is dreaming.
No class should have the damage, survivablitiy, the healing, the mobility, the boon stacking and condition removal they have.
Period
Seem to be missing the point that less than 95% of the game population play in “Your” level of paid’s.
Balancing a game for the top 1-5% is a really good way to ruin the game for the other 99-95%.
I don’t have major problems with any classes, although I can still see the flaws in some which need to be changed.
Seem to be missing the point that less than 95% of the game population play in “Your” level of paid’s.
Balancing a game for the top 1-5% is a really good way to ruin the game for the other 99-95%.
I don’t have major problems with any classes, although I can still see the flaws in some which need to be changed.
Max damage.
Max crit chance.
Bezerkers Amulet.
Dagger dagger + shortbow.
Runes of choice for damage.
Nothing else really matters.
Must be pro to kill guardians without stun breakers relying on a 4 second daze.
Mesmers and theives aren’t really problems when you learn how to beat them.
When it comes to good D/D ele’s it comes down to putting enough pressure on them to retreat.
They are just too mobile and can clean and stack boons to quickly to be able to pressure out that quickly.
Its even worse that I’ve been running the power+condition AOE bomber recently. The loss of toughness really hurts in that matchup.
AOE bomber is cake vs mesmers as you can drop clones and illusions before they become a threat.
I must admit I love all the “I never die to XXX class with XXX build”.
Yet to find anything outside of broken bunkers and exploits that I can’t kill with with almost anything except engineer and guardian as I am just terrible with those 2 classes.
Not saying I am the best, or even better than above average, I still get my kitten handed to me on a regular basis. Just explaining how kitten your statement is.
Depends if you can hold the point for 10 seconds or not.
Yes? > Die on node.
No? > Run. Don’t feed them 5 free points.
I’ve had plenty of games where the game is decided by 5-10 points.
This should have been the first and last post of the thread TBH.
Although I would make it closer to 20 seconds to make it worth the respawn timer.
And the post-match fighting is completely meaningless, so why does it matter? If someone is attacking you while you’re looking at the scoreboard, just let them kill you.
Except when your typing and then die, which is infuriating >_<
When will all the noobs stop QQ’ing about the game being IMBA?
When will they learn that in the long run small changes are better than massive power swings like what happened in GW1?
Dat feel when your character which is normally red, and your on the blue team, trying to cap blue teams point…
If I blind dodge invuln any other classs 1-9 skills theirn f1-f4 still do something.
Blind dodge a mesmer clones and phantasms now I don’t use those f skills
Necromancer and warrior say hi.
Your #1 point is 100% incorrect.
So is #2, so is #3 (heartseeker does not teleport you, and I can tell you have no idea about theives apart from generic D/D glass cannon), so is #4, and to round it off nicely, so is #5.
Balance isn’t that bad, its more broken skills/traits as well as the game mechanics around capturing nodes that causes issues in tPvP where people, ya’know, play to win, that are causing “issues” and mass exodus.
Mesmers are still fine.
Anyone who is having issues should be looking at how they are playing.
Pro-tip, if you are blind don’t try to summon illusions, and learn what the blocking (boon and sheild blocks) look like.
Arcana tree is too good to not dump at least 10-20 points in.
I didn’t for so long, then did it and was kittening amazed at the difference it made.
To not bug out with vamp runes like the last patch said they fixed…
I do think they need to remove points for everyone except the first person to trigger a node change.
That and a win multiplier might be enough to make winning the priority and forcing “proper” gameplay opposed to grinding glory by triple capping ect.
20 seconds of almost guaranteed node control is bad.
Also ignoring the fact you use skills (heal/fear mark) pop plague, pop DS, fear, life transfer, drop marks.
It should really be at least a 30-40 second node control depending on skills of the player.??
You should never need to hold a node for 30-40 seconds if you are a necromancer, that isn’t our thing(even though you can be a bunker necro). That’s why bunker ele/engi/guardians are for because of the multiple knockbacks to kick people off the point. Necro has 2 fears of 1 second. 1 knockback that also knocks down is 4 seconds. See why you as a necro should not be holding a point?
I’ll do whatever I can within my limits to push an advantage for my team.
Even that intial 20 seconds of perma blind and stability should be more than enough for your team to react to what the other team is doing.
Saying that 20 seconds of node control where it cannot be removed is bad is kittening kitten
Also if you can’t rip through a bunker with a character that is basically the rock to the bunkers scissors in under 5 minutes, something is wrong with you as a player.
I understand now why you think that plague is a bad elite.
Necro are one of the most underated classes in the game.
The only class I consistantly have problems with as a necro are mesmers.
They are not “great” by any stretch of the imagination, but more than capable of holding a spot on a tPvP team.
20 seconds of almost guaranteed node control is bad.
Also ignoring the fact you use skills (heal/fear mark) pop plague, pop DS, fear, life transfer, drop marks.
It should really be at least a 30-40 second node control depending on skills of the player.
Warriors are not OP.
Sure the burst is one of the best damage wise, its also worse than a thief if you miss the intial hit.
A theif can miss the opener, and still force the win in a 1v1, a warrior can, but the skill and effort increases dramatically to allow it to happen.
Plus 1 for jack of all trades, master of none.
Personally I like running Hammer + Sword/Sheild for mass CC in hotjoins.
Nothing makes me giggle quite like shutting someone down for 8+ seconds.
Thats because its akin to giving both people the options of guns or nothing in a fight, then complaining that the person who choose not to grab a gun is at a disadvantage.
It is there to be used, and is a useful tool.
Fix vertical combat, then we’ll talk.
I think the 5v5 HotJoin was meant to address the whole TPvP thing solo join thing. Take it or leave it, at least it’s free.
The did also address culling which, just didn’t put it in this notes. Also the CnD/Mug/BS combo is now nerfed down to 87% of it’s former self. It seems their more eroding BS at it’s base rather then straight up nerfing it, considering AS was nerfed last time. Not sure about Guardian but they did get the Block Bug and I think I heard a guardian complaining about one of their trait that bunkers use to heal themselves has taken a hit.Where are you getting 87% from?
It’s a rather rough estimate but I placed CnD at 100 and removed the 33%, rated the average mug as 50 and the average BS as 120 in relation to CnD. Then went, (67+50+120)/(100+50+120). So pretty much based those values around the damage I’ve seen in all those BS combo death breakdowns people posted. I usually saw CnD in the 8000s, mug in the 4000-5000s and BS in the 9000-11000s. So it’s prabably off by a bit, but when the second biggest hit in a 3 hit combo is nerfed to 67%, it does make an impact on the overall combo.
You’re rating CND damage as 83% of BS?
By those calculations, CnD accounted for about 37% of the original combo, now it accounts for about 27% of the total damage.
To put things in perspective the ratio was, 37-18.5-44.4, now it’s 27-21.4-51.5
Of course one should consider that these are all estimates, though it does still detail that overall, the BS combo is weaker then it was overall.Of course it’s weaker, but it’s not 87% of its former damage. CnD did not do 83% of the damage that BS did.
Not sure if srs or bad at maths.
100% of old damage was 10k (arguments sake)
87% of old damage is 8.7k
Then you should know that making small changes IS the way to balance a game like this.
Look at how the meta shifted so drastically with every big update.
One that screams out as the biggest was the 4 paragons 4 iway warriors running fear me holding halls for a solid 20 hours.
Or the assassins spamming an offhand attack that triggered the dervish aura to deal massive amounts of AOE just exploding everything.Forget about just balance changes; let’s get all the bugs sorted out already.
I agree.
You can’t balance skills that don’t work as intended as you are just going to have to rebalance them when they do start working as intended.
I am done with this thread, its full people feeding the storm in the teacup.
Was it the patch I was expecting? Nope.
Did the patch address issues that needed addressing? Yes.
Did they break any skills in the process? Nope.
As far as I am concerned, this is fine.
Anet seem to have learnt from the mistakes they made in balancing GW1, which is nothing but a good thing.
Slow and steady changes>wild balance swings.
Skill balance is not bug fixing.
ITT
People still missing the point that balance needs to happen gradually rather than a massive hit.
Then you should know that making small changes IS the way to balance a game like this.
Look at how the meta shifted so drastically with every big update.
One that screams out as the biggest was the 4 paragons 4 iway warriors running fear me holding halls for a solid 20 hours.
Or the assassins spamming an offhand attack that triggered the dervish aura to deal massive amounts of AOE just exploding everything.
2 people working on NOTHING BUT BALANCE is fine.
Compare it to 1 at the end of GW’s life cycle.
So many things wrong.
33% reduction on CnD is taking the total burst down from average of 15k to about 13.3k.
The damage was never the problem with the theif burst, it was 3 abilities hitting within half a second being almost impossible to dodge.
Dancing daggers never did that much damage in the first place, it was used as an evade/bleed stack, so its kinda meh anyway.
Glass cannon aspect IS balanced.
The way the combo functions ISN’T.
Even though I think 1v1 is silly in a game like this, I would still love a duel option. Except maybe removed the downed state and have them tap out or what ever at 1hp.
I do agree that something needs to change with the cap mechanic to make bunkers null and void. With the current system, it all but invites you to run bunkers and bursts.
Then next its mes portal that needs looking at.
So many idiots QQ’ing about things Anet has been very upfront with from very early on in the game development.
How about instead of trying to heal the person from 1% hp to 100% hp, you try stopping the hp dropping that far in the first place.
I’ve been here since beta, and I knew there were no dedicated healers from the start, if you read my post you’ll realise I’m not QQing because I’m surprised, I’m saying they failed as promised to deliver anything new or interesting to replace healing. The “holy trinity” Anet claim to hate so much consists of tank/dps/healer. They said in place of that dynamic, they would provide something revolutionary. Instead, they provided us with tank/dps, so the same old formula, minus healer, with nothing apart from the dodge roll to make up for it. So I ask again, as people seem to be missing the entire point -whether you love or loath playing a healer, how does getting rid of 1/3rd of this trinity and replacing it with nothing make this a more interesting game?
You seem to be missing the concept of control and mitigation.
Their will always be high damage no defense/high defense no damage classes, it is up to you how you deal with these classes.
You are given all(most due to game flaws which I won’t go into) the tools you need to overcome these.
Healing is not the way to overcome the effects of damage.
The best way to “heal” (negate damage) is to prevent the damage from occuring in the first place, always has been, always will be.
The biggest “fail” on Anets part is the broken way conquest works.
The holy trinity IS gone, it is your mindset that needs to change IMO.
:edit:
To clarfiy, I don’t mean this as an attack, I just think you need to see it from a different perspective.
You can largely ignore a “tank” spec person, just as easily as you can explode a glass cannon. The reason the 2 “classes” are required are due to the way conquest functions.
Hopefully a new game mode/re-working of the capture mechanic will see the player base slide to where I think Anet wants the game to be.
(edited by Infectious.4836)
Mesmers portal and theives broken burst say hi.
Granted theif isn’t needed, you are running at a disadvantage not running one.
You missed the part about taking 1 guardians 1 mesmer 1 theif being needed to have a chance of winning.
Luckily you can be a member of more than one guild, you can just only represent one at a time.
Anyone with half a clue would agree with Anets approach to balance.
Balance is a very fine thing, it doesn’t take much to tip the scales in either direction.
I think the theif and mesmer waahhhhhaaaaa OP NERF NERF NERF crowd need to get it into their heads that its mechanics which are driving such a thing, not being flat out OP as such.
Healing is probably a little OTT for some classes and a little UP on some others.
Honestly don’t think its anything to whine about at this stage.
It does however require traiting and gearing for it.
Maybe a slight increase in the effectivness in points, and a lowering of the healing amount on some of the more abused skills would be alright.
Need to make a support account.
Try.
Says email in system.
Sends ticket.
Sends link to email.
Follow link.
Asks to log in.
kitten
Wearing all 6 vampirisim rune will cause the #6 rune bonus to trigger while going into death shroud.
It locks out all death shroud skills
Cheers that clears it up.
Upon further investigation, it seems only my necromancer is effected by this.
It might also something to do with the leech sigil.
I equipped doom on ranger offhand and it works as intended with earth sigil on main hand.
Pretty much topic.
Don’t know if its by design or by bug.
Leeching + Doom on both weapon sets, doom is not triggering ever.
Also tested with other sigils and the same, offhand sigil does not trigger.