Ferocity will be in PvP – it will be weighted to keep the critical damage numbers relatively the same as they are now.
we need the same change for WvW.
^^^
i dont want to sound rude, but honestly if you kept instagibbed by zerkers (which have less to 0 toughness) all the time then you are doing something wrong, although even now before even the nerf hits, meeting zerkers in WvW becomes rarer and rarer sight every new day.
Going full zerker doesnt mean you’re automatically a glasscannon thats easy to bring down, depsite having stupidly high damage and burst. It should, but it really doesnt.
dont be narrow minded, the point here is going zerker/dps make you give up on some survivablity, condi-bunkers just dont give on any thing.
i met a thief that downed me in 2s on my 2.8k armor warrior he damaged me for a total of 26k killing my warrior instantly, im not even mad he sacrificed everything to get that damage something that condi-bunkers can get without sacrificing anything.
when i met that thief again, i evaded his burst and bam hes dead just one auto attack demolished a big portion of his HP, do you see condi-bunkers dead after evading their big condi attack ? nope they just stupidly face tank you and again they load you with conditions.
ya after patch it will change.
also i think boon duration runes are better on guardians/elementalist , since we have just 3 buffs but those 2 can get much more, also our buffs already on high up time with no boon duration involved.
^^^
i dont want to sound rude, but honestly if you kept instagibbed by zerkers (which have less to 0 toughness) all the time then you are doing something wrong, although even now before even the nerf hits, meeting zerkers in WvW becomes rarer and rarer sight every new day.
Condi builds aren’t that hard to dispose of if you are running the right power/crit build. Even with a 10% nerf to crit damage we will still be able to kill them without to much difficulty. A warrior with -condition food, melandru/hoelbrak runes, cleasning ire, dogged march, zerker stance, SoS, has nothing to fear from condi specs. Sure you have to put 20 points in defense to get all that but that still leaves you with 50 points to spec power/crit with your weapon of choice.
so pro!, you know you can act cool but also acknowledge the issue here.
for real, can you hear yourself saying that ?
well you said it, you already have to spec heavy condi-cleanse just to stand a chance.
you already forced to spend your traits in one way just to stand a chance.
so tell me now, that your damage reduced by 10% because of some PvE dungeon boss!!
Sounds good to me. Far to many direct-damage and instagib one-trick-pony builds running around.
well of course it sounds good for every condi-bunker roamer, your already high survivability got an new insurance.
No, dont suggest wvw should work like pvp. So many builds wouldnt be viable.
no one said anything like making WvW like PvP.
instead we need WvW’s own balance, it doesn’t make sense to balance WvW around PvE dungeons !!
When providing suggestions, keep in mind that we’d like to bring over existing stat combinations that exist in PvE/WvW already, but that doesn’t necessarily rule-out creating brand new stat combos. As we mentioned on Ready Up on Friday, the addition of ferocity could open up new combinations with critical damage as the heaviest stat.
Just something to keep in mind!
Got a question if you will, Josh. Lord Helseth mentioned on his TwitchTV (as well brought up by you guys at the first part of the Ready Up) Ferocity won’t actually make it into PvP. This means it will only stay in PvE/WvW and we PvPers are still left with Precision, thus thinking up new Amulets using Ferocity is a waste of time.
Is this true?
Ferocity will be in PvP – it will be weighted to keep the critical damage numbers relatively the same as they are now.
what about WvW ?
Actually I hope that it will nerf berserker thieves. Elementalists being twohitted is hilarious. And its not a l2p issue … The whole damagebalancing in GuildWars 2 is actually a big joke.
you can counter glass thieves easily, but its not the case with condi-bunkers,
^^^
unexpected side effect ?
incoming Crit Damage nerf is because a PvE issue
Crit Damage nerf is not going to PvP, because its balanced there, says the dev.
Crit Damage nerf is going to WvW because ………………………….. ?
I disagree.
Hammertrains are exclusively a WvW issue, and this is a small step #2 in the right direction vs. hammertrains (with the step 1 done on Dec 10th 2013). Many of the hammertrain builds such as full valk / cav, 0 precision and max crit dmg with sup sigil of inteligence are way out of scale. That is not the only build, I have tried several cheese builds on my war and my guard.
They HAVE TO reduce hammertrain damage or control ability, not individual players, but the entire train.
Note: Hammertrains contain not just hammers. GS guards for pulls, necros for strips, sword wars for immob spam. You have to balance the entire trains containing these and other elements, not just the hammer weapons or wielders themselves.
Hammertrains are nearly immune to conditions. If anyone plays anything condi vs a hammertrain, then they will know you are lucky if your 1st tick ticks on all the targets you hit, and you are overjoyed if by some weird chance you get the 2nd tick.
Therefore, nerfing condi is useless with exception of a few individual cheese builds such as perplexity wariors (yes I have tried it, its total cheese).
What the game really needs is condi cleansing balance. Reduce group cleansing, up individual cleansing. Doesn’t need much, just maybe 10% in each direction, and everything will balance itself. Condi build counterplay will become stronger in 1 v 1 and small group, while large group there may be more times when condis actually get to the 2nd tick, how amazing that would be ?
lol
sorry but your point is invalid.
its so common picking Melandru runes or Soldier in zergs and everyone knows why.
basically you wanted a single Necro able to kill a zerg! .
already Condi-bunkers give nothing back, max condition damage that ignores target toughness coupled with max survivability.
i dont ask for condi-bunkers nerf, but nerfing Power builds will make the already hard fight against condi-bunkers almost impossible and to counter them is to be one of them.
Skills, Traits, stats, and sigils need to be the same in all game types. New players need to be able to step into wvw after or while leveling a character and not change their builds. Everyone on the forums doesn’t see this because most people on the forums have played many mmos and play a lot. While this would be an issue for anyone in this forum, consider the new players that would be confused and likely quit.
power builds already on the decline and soon quit.
^^^
agreed, but for the time being buffing WvW ferocity to present crit dmg levels is much simpler
condition-bunkers already gets reduced damage because they have almost maxed toughness in their build which reduces Power build damage.
yet Power builds toughness is ignored for conditions.
^^^
warrior damage is on the nerf for the 5th time i think in a row, so the master of arms might be out of job next patch.
^^^
dude, do you even WvW ?
zerker nerf is only 10% crit damage
either its low or high nerf , the fact remains that this nerf was addressing a PvE issue.
WvW does not have an issue with crit damage.
since ANet copies PvE balance to WvW then why not ?
PvP gets heavily balanced
PvE gets heavily balanced
WvW …….. whats that ? …….. ahhhhh, just copy paste our PvE dungeon balance for them.
sincerely,
Balance team
Although warriors does have that revive thingy, which, if they can mange to use it, is very good
very good to get laughed at.
^^^
so WvW to you is just bunkering the hell up ?
well that is your choice, but you are killing the diversity of WvW somthing even PvP doesnt have, you are doing the same what ANet doing now, killing diversity & forcing everyone to go Bunker-condi.
how come bersekers OP ?
when they use all 3 stats Power-precision-crit to max damage with no defense of any kind, while condis can have max toughness/vitality and over the top DPS in form of conditions.
yet crit dmg getting nerfed………………………………………………………………….
is this an oversight from ANet ?, it cant be that they wanted this for WvW .
(edited by Juba.8406)
still PvE balance should never affect WvW.
its ok to
- use your PvE gear in WvW.
- do PvE achievements in WvW.
its not ok to
- balance PvE and WvW as equals.
WvW should get its own balance, we cant have PvE dungeon mobs ruin WvW balance, which is already favors condi-bunker builds.
…………………………………………………i suggest
- buffing ferocity in WvW to equal the present crit damage level.
by this PvE issue should be resolved with nerfed crit, but crit is the same as present in both WvW and PvP.
(edited by Juba.8406)
just for an example
Warrior DPS was on the nerf for the last 4-5 patches, on the other hand Condis didnt get a nerf, instead they got introduced to Dire set.
what reason will be left to run a power roaming build after this patch ?
just expect an even more infested 0 skill condi-bunker roamers.
Condi Wars 2 got new buff
what about roamers ?
already bunker-condi builds are OP, after this patch what reason left to roll a power roaming build.
crit damage nerf should not hit WvW just like PvP.
the ascended legging blends well , nice work.
incoming Crit Damage nerf is because a PvE issue
Crit Damage nerf is not going to PvP, because its balanced there, says the dev.
Crit Damage nerf is going to WvW because ………………………….. ?
this nerf will kill every roaming power build, go bunker-condi or meet the repair NPC
seriously i don’t care what they do to PvE, but why nerfing Crit damage for WvW too ?!!
crit damage is not an issue in WvW, condis are.
So we can laugh at those thieves who used to 1-shot roam using cheap tactics.
and he would laugh that you couldn’t burst him enough"crit nerf" before stealthing and he just tries again.
condi thieves laugh will even get louder.
seriously i don’t care what they do to PvE, but why nerfing Crit damage for WvW too ?!!
crit damage is not an issue in WvW, condis are.
if you watched the stream
http://www.twitch.tv/guildwars2/b/496005243
Critical Damage getting nerfed not only for PvE but also for WvW -_-
about 10% nerf.
1st ANet i love you guys and i love what ur doing in GW2.
and i know that there is some issue with berserkers in PvE.
but do you guys even play WvW ?
other from zergs WvW is an infested Bunker-Condi builds.
in WvW to be a good roamer is to go Dire or Rapid, in WvW condis are OP the opposite of what they are in PvE.
just check just the food prices for -40 condi duration.
and now you are nerfing Critical Damage for WvW ?!!!!!!
you force every roamer and his mother to roll condis even more.
what logic is this, how can you compare PvE to WvW.
this nerf should be kept in PvE as its only addressing PvE issues not WvW, it should not hit WvW
(edited by Juba.8406)
http://www.twitch.tv/guildwars2/b/496005243
Critical Damage:
- new stat, incoming 10% nerf to Critical Damage, this nerf is not only for PvE but also for WvW -_- “bunker-condi WvW even more” .
Sigils:
- 2 sigil slots for 2-handed weapons.
- no shared cooldown, every type has its own cooldown.
Runes:
- Runes slots 1-3 getting nerfed and 4-6 slots buffed.
Healing Signet:
- incoming 8% nerf for passive, active is getting buffed .
LB Pin Down:
- longer cast time “telegraph the warrior even more-_-”.
in a serious skilled duel.
Warrior is no where near easy, i can go so far and say not even viable in that area.
a Centaur Tamini said “GET TO DA CHOPPA!”
even in power builds if you consider the bleeding damage then Sword Auto is not bad at all with more bleed stacks it can surpass GS auto damage, plus the cripple on auto makes it way better than GS/Axe auto “stick more on enemy”.
Savage Leap a gap closer and a cripple, flurry beast immobilize skill great setup for other skills,Final Thrust an Eviscerate that doesn’t consume adrenaline, honestly i like sword & i wonder why people pick Axe over Sword.
for build 1 you are doing it wrong.
but you are right, its not like warriors choose to play Hambow but actually forced to.
Bro, do you even War?
Yep man, in case you didn’t played PvP recently, the only way to be competitive in that mode is to have at least one warrior in a team.
you mean the only way to play Warrior in PvP.
the so called Hambow build, actually this shows for clear that warrior isn’t viable unless you go hambow.
for a mode like “Conquest”, hambow sure is strong, you need that capture point but a Hambow standing there.
you cant kite him because you need the point & hes comfortable setting there also maxing his toughness and got Healing signet + Adrenaline health working for him.
condi him ? np F1 LB the whole point traited with cleansing ire is a 100% 2-3 conditions removal.
melee him ? good luck with that.
Hambow in PvP does not suffer from the huge telegraphing the Warrior got, for the simple reason that you need to enter the point and must engage the warrior in a very small area within melee reach.
so you see, the hambow is built exclusively to bunker points in PvP and killing anything dares to enter, outside “Conquest”, Hambow is weak, not viable at all, average kiting is all you need against it.
All the QQ in the world is because of this build, ppl blaming healing signet blaming CC blaming cleansing ire, but they don’t blame the real thing that made this build viable the “Conquest” mode.
a “TeamDeath match” mode and this build is gone.
maybe put you build 1st.
Have to call BS on this.
More punishing? A decent elementalist will never have to auto-attack. Ever. Long cooldowns may be true, but you have an abundance of skills. Missing an important skill is hurtful to any clkitten to an elementalist I’d even dare say.
And about the telegraphing, you tripping? At least elementalists can use non-telegraphed (as in instant) skills viably. Warriors get three interrupts with a short cast time (mace 3, rifle 5 and kick). That’s it. EVERY other warrior skill is as telegraphed as you can get.
Some of the strongest skills are untelegraphed/unavoidable.
Pin Down is 1/4s casting time and with little to no telegraph except for the projectile travel time.
Combustive Shot is unavoidable.
Whirlwind and Backbreaker on hammer are relatively telegraphed. Backbreaker has strong reseblance with other hammer swings while whirlwing has really short casting time, yet they are extremely strong.
Arcing Arrow has pretty much no telegraph once you cast it on close range, which happens quite much in PvP since warriors are one of the few profession which can walk on points and walk away alive.
Whirlwind Attack is one of the most damaging skills on GS, second only to hundred blades, and it has no telegraph whatsoever because of how fast it is.That said, the problem of animations and telegraph becomes a non-issue when you make an Asura.
On the other hand, having light armor, low HP pool and being squishy like kitten is not fixed when you make a Norn.
Bro, do you even War?
You have AoE and ranged too. Besides, ranged is easier to dodge because of travel time for the most part, not to mention that its much more punishing to miss with our extra-long cooldowns.
Again, the point of my little rant is that warriors by no means have the highest telegraphing. That honor, if you can call it that, belongs to elementalists.
“You have AoE and ranged too”
compared to other classes … nope we don’t
“Again, the point of my little rant is that warriors by no means have the highest telegraphing. That honor, if you can call it that, belongs to elementalists”
whatever, telegraphing is a larger issue for warriors being a melee class more than to eles who got massive ranged/AoE skills.
(edited by Juba.8406)
Warrior is the most telegraphed class
This isn’t quite the place for this little rant, but this particular phrase always confuses me.
If you have ever fought an elementalist, this argument shouldn’t really be made.
I mean seriously, compare violently swinging a hammer for 3/4 of a second to having a giant flaming rock appear and slowly spin for 2 seconds.
Or shooting an arrow to having player-sized meteors fall out of the sky, while somebody dances around nearby.
Or spinning in place to spewing fire/ice out of your face.CC? You just jump with your hammer. Elementalists summon a bright, ring of electricity that you have to walk through, for the same stun.
Damage? You jump at someone with an axe. Elementalists crouch for 3 1/2 seconds while rocks float away from them, and have a red circle too.
Even for defense, you just stop taking damage, while we turn into a ball of mist.
ele now is something else , i total agree on that.
but still ele has massive AoE/ranged skills which make up to the some telegraphed attacks it has also massive combo fields which warrior just don’t have.
“CC? You just jump with your hammer. Elementalists summon a bright, ring of electricity that you have to walk through, for the same stun.”
well you cant cast Earthshaker from 1200 range also its Blockable .
Still, just talking about telegraphing, warriors cannot compare to the massive amount of visual effects and delay on all powerful elementalist skills. (our instant cast ones are only actually high damage when we use 5 of them in 1 second).
just be thankful that you have instant cast skills plus also AoE/Ranged which negate telegraphing greatly.
I make plenty of sense.
Necro is OP
Necro is in godly shape PvE, PvP and WvW.
You should post on the necro forums, people there seam to think that the necro is in a crappy state, but I guess you know something that they don’t.
Kravick shouldn’t post here either .
Do you even play a necromancer? I mean actually play one in all facets of the game. Not just occasionally when you feel bored of playing your chosen class.
maybe if you make some sense in what you’re writing and do some proper math, ill change my view about necros a little .
(edited by Juba.8406)
Warrior is the most telegraphed class
This isn’t quite the place for this little rant, but this particular phrase always confuses me.
If you have ever fought an elementalist, this argument shouldn’t really be made.
I mean seriously, compare violently swinging a hammer for 3/4 of a second to having a giant flaming rock appear and slowly spin for 2 seconds.
Or shooting an arrow to having player-sized meteors fall out of the sky, while somebody dances around nearby.
Or spinning in place to spewing fire/ice out of your face.CC? You just jump with your hammer. Elementalists summon a bright, ring of electricity that you have to walk through, for the same stun.
Damage? You jump at someone with an axe. Elementalists crouch for 3 1/2 seconds while rocks float away from them, and have a red circle too.
Even for defense, you just stop taking damage, while we turn into a ball of mist.
ele now is something else , i total agree on that.
but still ele has massive AoE/ranged skills which make up to the some telegraphed attacks it has also massive combo fields which warrior just don’t have.
“CC? You just jump with your hammer. Elementalists summon a bright, ring of electricity that you have to walk through, for the same stun.”
well you cant cast Earthshaker from 1200 range also its Blockable .
(edited by Juba.8406)
Necro is in godly shape PvE, PvP and WvW.
You should post on the necro forums, people there seam to think that the necro is in a crappy state, but I guess you know something that they don’t.
Kravick shouldn’t post here either .
working as intended .
Clearly. This is why in PVE necromancers are still seen as useless.
only by clueless players, Necro is in godly shape PvE, PvP and WvW.