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I think it’s an expansion more in the sense that it sets up the foundations to expand the game from there on. Not in the sense of actual amount of content, which is not little though, in my opinion.
Those ‘portable’ ledges/places are realistically really hard to balance, and some of the really good ones are relatively hard to spot. They provide an enormous positional advantage to those professions that have a teleport skill, simply undeserved in many cases. We shall see whether it’s a good choise to remove them entirely or not.
Shadow Shot, Phase Retreat, Infiltrator’s Strike and Infiltrator’s Arrow (maybe among others) are the biggest offenders, I would have tried balancing those first, but whatever.
But oh well, this just indirectly buffs kittened engies, which is never a good thing.
You can’t change an anti-CC mechanic without a balance pass on some of the CC skills. Just saying.
I don’t see anything on the Revenant being overpowered so far. What I do notice is that everything is good. I didn’t see anything on there where I thought “well, that will hardly ever be used.”
Unlike all 8 professions right now.
Both Banish Enchantment and Unyielding Anguish seem ridiculously strong. One to spam confusion on target while removing all the boons, the other is a pretty overpowered peel (on paper). Not to mention Inspiring Reinforcement is 329785637895638 times better than Hallowed Ground.
From what we’ve seen so far, Revenants seem really weak in some aspecs but really strong in some others. We should expect a heavy balance pass shortly after released.
Chaos axe, best axe.
I don’t know if UP, at least their traits seem really strong and with decent sinergies. But from the looks of it, they will need to do a smart use of Unyielding Anguish or else they seem to be even better train/focus targets than Necromancers.
To summarize:
-No vigor
-No evade skills
-No instant teleport skills
-No swiftness or 25% speed increase
-No invulnerability skills
-Little to no Protection or Regeneration boon uptime
-No stealth
-No non-target leap skills (besides Unyielding Anguish which seems more situational and more of a peel, a very strong one at that)
-Very little condi removal
-Lack of stun breakersMost of what you have listed (lack of mobility, no stealth) are things that could be linked to the rogue archetype (in GW2, think the thief). Since one legend focuses on a tanking role and the other focuses on condition damage, I wouldn’t be surprised if we have a legend focusing on the rogue archetype, using a lot of mobility skills (think swiftness, leaps, shadow stepping, evading skills) with a little bit of stealth.
A good example would be something like the Legendary Shiro Stance people have been speculating about.
No, Shiro should be featuring the offensive/ raw physical archetype!
And I’m suspecting it’d be the choice in this expansion!It will probably be the same thing.
A high damage, low defense, burst-damage based legend, focusing on single targets and on mobility? That’s pretty much the rogue archetype, while also filling the offense/physical damage niche.
Sounds reasonable, then the last spot can safely be the support archetype I guess.
Btw, I’m really really hoping they’d add Shiro as one of the legends in this expansion.There’re 2 more weapons shown in the first HoT trailer that the revenant is using:
1-H sword and Staff.1-H sword (probably dual weildable) fits PERFECTLY to Shiro’s theme!
And the remaining staff fits the supporting archetype.So let’s guess what’s the candidate of this support archetype then.
I’m guessing eitehr Gwen or Master Togo.
You may be right on track! At least hammers seem tailored to Jalis Revenants while Mace/Axe (condi focused) to Mallyx. The much speculated sword/sword set may be focused on mobility, and direct (burst?) damage, ideal for the offensive Legend stance, while the staff for the more supportive Legend stance.
I think the Shiro(?) stance is almost a given at this point, it’s a very popular and iconic character, if we take for reference the Pop’s misty attack and the one seen on the trailer… highly resembles a Shiro’s special.
If all of this is remotely true, I hope Revenants don’t lack a one handed ranged weapon. The Rev’s specialization is a total mistery at this point… :/
Is you’re telling me 1 condi cleanse plus all condi damage reduction to 0 for your team mates (even if 2 seconds, not counting other sinergies this gives to you as a revenant) on such a potential low CD is weak, you’re just arguing for the sake of arguing at this point and you’re not worth my time anylonger. Elementalists cleanse 1 condi at a time (or 2 if using a 40 sec CD skill), or Guardians more, but are very CD reliant (both professions, besides guard’s SY, can’t control what condis to cleanse either). You can spam PA back to back, if you can’t see the potential of this skill… well…
As you said, everything is little more than speculation, regardless.
This needs to came with a HeadShot and Slickshoes rework. Definetly.
EDIT: My comment was related to the new stability change… Why was it merged here? Mods! C’mon lol.
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you guys do realize that necros can remove resistance….
and 15 seconds of resistance is no more harder to deal with then berserker stance.It not only has a relatively low CD (considering the higher relative CD necros have on boon removal), it also cleanses a condition on team mates while providing them the Resistance boon. It’s seems very very strong on paper against condi comps with boon removal or not.
No it doesnt cleanses a condition it transfers them to the revenent. I think boon removel will actually pretty strong against revenants. A good timed cboon (e.g. when they have high bleed and torment stacks) will hurt alot. Combine that with a fear and they are ether forced to switch legends (for stunbreak) and lose access to the resistence skills (end then die) or simply die.
Descripiton says a condition is absorbed from your team mate to you (revenant), so in other words, it’s cleansed from your team mates (not from you, obviously). It’s tranfered, not copyed, so what I said is technically right.
A good timed Corrupt Boon on a Rev full of condis with his Legend on CD is going to hurt him/her, yeah. What does Resistance convert into, though?
I already clarified such a skill is going to be really strong on team fights against condi comps.
I went slightly ahead of you Dondagora:
https://forum-en.gw2archive.eu/forum/game/hot/Screencap-of-all-Revenant-skills/first#post4815153
To summarize:
-No vigor
-No evade skills
-No instant teleport skills
-No swiftness or 25% speed increase
-No invulnerability skills
-Little to no Protection or Regeneration boon uptime
-No stealth
-No non-target leap skills (besides Unyielding Anguish which seems more situational and more of a peel, a very strong one at that)
-Very little condi removal
-Lack of stun breakers
Out of combat field mobility or combat disengage is little to none.
If they don’t get to use Unyielding Anguish for melee attackers (or use it that often), they seem great focus targets!
UA seems ridiculously strong btw!
But as I said in the post I linked, we have yet to see other Legends and weapons!
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you guys do realize that necros can remove resistance….
and 15 seconds of resistance is no more harder to deal with then berserker stance.
It not only has a relatively low CD (considering the higher relative CD necros have on boon removal), it also cleanses a condition on team mates while providing them the Resistance boon. It’s seems very very strong on paper against condi comps with boon removal or not.
Revenant in it’s current form, very much work in progress, is tripping balls Overpowered.
Did you see the Forced Engagement? No cooldown, 3sec Taunt+Slow @50 energy. Say hello to 6sec of Taunt+Slow. And with only a tiny cooldown on swapping Legends, you’d be putting out 3sec CC’s very, very, frequently.Or the Mallyx. Just, Mallyx in general. Take Mallyx as one of your Legends and auto-win vs condition builds. Imagine playing a condition build against that. Your attacks against him only make him stronger, as his attacks gain power from the amount of conditions he has.
But he will also put all the conditions you put on him, back on you. While enjoying decent Resistance uptime to mitigate a lot of your damage anyway.And that Banish Enchantment, @20 energy. Remove 2 boons and give 3-5x confusion stacks. Can hit up to 5 targets. That energy is regained in 4seconds, and you can spam a full 25 stacks of confusion on multiple enemies with a single full energy bar. Bonus: Taunt -> forced AA spam with 25x confusion.
Or just the Hammer 2, which has pretty massive damage on the third eruption, with just a 2sec cooldown and 5 energy cost.
To name a few examples. It needs quite some tweaking obviously.
With a full energy bar, you can spam Pain Absorption back to back to back to stack 15s of Resistance at a minimum (with Demonic Defiance trait), up to 5 additional seconds per cast if allies with a condition are nearby (not even counting boon duration). If that boon doesn’t get removed, you can pretty much autoattack a condi necro/condi engi to death. This perhaps wouldn’t be the best strategic choise, but the option is potentially there! This one could potentially be the best counter against conditions in the game on team fights (cleansing condis from team and giving away Resistance boon like candy).
Mallys+Jalis revs can be really good stompers/stomp preventers or ressers: cast Unyielding Anguish on downed ally, as it pulses it will quickly take away stability stacks from your stomping foes and shadowstep them away, switch to Jalis, cast Inspiring Reinforcement (which stacks stability on pulses) and ress away.
It’s the ultimate boon removal profession, sorry Mesmers and Necros. With just Banish Enchantment+Opportune Extraction (trait)+Spontaneous Destruction (trait) you can strip boons at an incredibly high rate. I suspect Mace (spamable poison) Malyx Revenants are going to trash stomp (specially) cele elementalists like there’s no tomorrow.
They seem to be tailor made for zerging: Low CD tripple blasts on Mace, or two Low CD blasts and 50% uptime on proyectile reflector (with a low CD also!) on Hammer (which also has AoE knockdown and incredibly high power coeficients on its attacks), they have the second (or third if you count Conjure LH!) Lightning field in the game (Inspiring Reinforcement) for those swiftness blasts shenanigans!
Given all the weakensses I will mention below, they seem to have a very strong battle presece (like Guardians), with weakness here and there, a lot of area denial, 2 healing skills and the orbiting healing globes on the Invocations trait lines (among others).
Weaknesses to note from the revenant so far (I say it agan, SO FAR, we have yet to see other Legends and weapons):
0 mobility outside of combat (see Warrior’s greatsword, sword or thieves shortbow or dagger for high mobility out of combat), so they are pretty much walking turtles like Guardians or Mesmers; it can be even worse than these as we haven’t seen a passive 25% speed increase or means to attain swiftness at all (besides blasting Inspiring Reinforcement) .
The disengage potential is 0 to none (no instant teleport, no non-targeted leaps, stealth or invulnerability skills either), sorry WvW solo roamers.
They seem to have a severe lack of stun breakers, coming only from a single trait called Empty Vessel which is a Grand Master trait on the Invocations trait-line (which so far seems that it’s going to be mandatory for sPvP) but it also forces you to swap legends in order to break a stun, and from the Elite Rite of the Great Dwarf which has a high energy cost (and a high cast time).
They don’t gain vigor at all! Having an Energy sigil aquipped at all times is going to be also mandatory (for pvp)! They don’t have evade skills either!
Very poor actual condition removal, they are condition tanks though.
Resource management is key. If thieves fvack up and ran out of ini they just shadow step away or reset with SR. If you ran out of energy on Rev and your Legend swap is on CD, you can only AA (which should mean a quick death on team fights).
With that said, It expect all these weaknesses to be slightly mitigated with the remaining offensive and/or support stances. They are going to be a total of four from what it looks like (Mhenlo and Shiro?).
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The fact that Revenants are most likely going to be stuck with just melee or range is kind of a bummer, honestly. At least Elementalists can conjure ranged or melee weapons…
It would be cool if Revenants had a spammable or AA melee skill and a spammable or AA ranged skill within the same weapon skill set…
engis have a single melee option, and it takes a utility slot. think about that for a moment :P
Since when were conjured weapons that popular?? Yes engi are locked as well and are more dangerous then ele.
It’s not about popularity, it’s about the choises being there or not. So far, from what little we know, Revenant’s choises really seem kind of restrictive, your choises would come down to: weapons and legends (not counting traits and gear, obviously). That’s it.
This is definetly stretching it a little too far though. With spammable or slightly spammabe skills due to the energy resource and possible trait effects, this profession could achieve some interesting combos, hopefully.
Although, being stuck on a single range like eles, though… darn… that ‘hypes me’ down.
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The fact that Revenants are most likely going to be stuck with just melee or range is kind of a bummer, honestly. At least Elementalists can conjure ranged or melee weapons…
It would be cool if Revenants had a spammable or AA melee skill and a spammable or AA ranged skill within the same weapon skill set…
engis have a single melee option, and it takes a utility slot. think about that for a moment :P
But they have it. And you say it as a bad thing, it’s an incredibly strong utility skill at that.
If Engineer utility skills are that strong, I can imagine Revenant’s being even stronger though. It’s even more of their profession mechanic than Engineer’s after all.
The fact that Revenants are most likely going to be stuck with just melee or range is kind of a bummer, honestly. At least Elementalists can conjure ranged or melee weapons…
It would be cool if Revenants had a spammable or AA melee skill and a spammable or AA ranged skill within the same weapon skill set…
Mhh i guess switching legends will trigger weapon swap sigils if revenants dont have weapon swaps.
On swap sigils will trigger when you invoke your inactive legend.
Now that you’re here, let me ask you:
When you choose a Legend, said Legend unlocks you a single set of utility skills, 1 healing skill and 1 elite, correct? Are all these skills fixed on your bar (like Elementalist’s weapon skills are depending on which attunement you are)? Or do Legends just add new skills but these can be changed regardless of what legend you are using currently (within the two selected obviously)?
That wasn’t very clear to me when reading the blogpost.
The skills on the right half of your bar are tied to the legend which you are currently invoking.
Each Legend has only one healing skill, one elite skill and three utility skills then? Don’t they have, maybe, more than three utility skills to choose from?
What he asked is if you can have 1 2 3 utility skills and 5 elite on legend 1
4 3 5 and elite 2 on legend 2or if both use the same ones, atleast thats how i read it.
Yes, it wanted to know if you can rearange them regardless of which of the two Legends you are in, that’s not the case it seems, though. It’s less flexible than I expected, but said skills must really have a strong tie to the legend (think about the stat bonuses the legend gives and the traits…). So that could be a good thing.
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Mhh i guess switching legends will trigger weapon swap sigils if revenants dont have weapon swaps.
On swap sigils will trigger when you invoke your inactive legend.
Now that you’re here, let me ask you:
When you choose a Legend, said Legend unlocks you a single set of utility skills, 1 healing skill and 1 elite, correct? Are all these skills fixed on your bar (like Elementalist’s weapon skills are depending on which attunement you are)? Or do Legends just add new skills but these can be changed regardless of what legend you are currently using (within the two selected obviously)?
That wasn’t very clear to me when reading the blogpost.
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It seemed clear to me. Basically, the conditions continue to run, but Resistance negates the effects while it’s up.
This is mostly unambiguous, I’ll admit:
“Conditions currently on you have no effect; stacks duration.”It’s just that the description works in either instance, and being able to just ignore Conditions will pretty much obsolete the already flawed system unless a Condition overhaul is in the cards, so I wanted to be absolutely clear.
It’s very easy to understand, once you have the boon, all current conditions on you stop having any effect on you as long as the boon lasts. Conditions don’t go away (unless their time expires, of course), and regain their effect once the boon is gone. You’re not immune to condition application, you are immune to their effects.
If it provided immunity to condition application it would be too strong, or the boon would have to have a very short duration or come along with very high CD skills. I don’t see that happening.
“The current active legend will determine the skills on the right half of your skill bar. It’s similar to weapon swapping, but instead it affects your healing, utility, and elite skills. Not only will the legend you select determine your skills, but you’ll have an energy bar tied to your currently invoked legend.”
It is very vague, but that’s how I understood it:
You get to choose each Legend’s Heal,Utility,Elite(the skill swap arrows are there above each skill). But this means you can only use said skills while you are channeling that specific Legend.
Example, you take Utility1 on Mallyx and Utility2 on Jalis. When you have Mallyx active, you can only use Utility1. You must swap to Jalis to use Utility2.
While out of combat, you can put Utility2 on Mallyx and Utility1 on Jalis if you want.“The current active legend will determine the (current)skills on the right half of your skill bar(that you selected for that specific Legend while out of combat).”
It seems Upkeeps stay even when you swap Legends, provided you have the Energy to maintain them. Since the Upkeep skill is not available anymore once you swap Legend, we will probably have a mechanic like double clicking it to remove, just like Monks Upkeeps in GW1)
Take a normal class like Warrior, you get 5 skills from your weapon, 5 skills from your swap weapon and 5(Heal,3Utilities,Elite) skills from the right side of your bar. That makes a total 15 skills.
The Revenant does not get weapon swap, so 5 skills only from your weapon. But you get 2 Heals, 6 Utilities, 2 Elites(of your choice). This also makes a total of 15 skills.
I know that having 2 Elites sounds very OP, but keep in mind that the Revenant has the Energy management system to cast/upkeep the skills, and Elites probably have a very large cost(possibly the full energy bar) and it seems unlikely you can use both Elites back to back.
You may be right on track, but keep in mind that not having weapon swap and having an adidtional set of utility skills, healing skill and elite skill means those are mostly going to be relatively stronger than other profession’s utility skills… unless these use the Revenants new resourse mechanic, possibly.
I also think that choosing from Legend to Legend just changes your stats a bit and opens up a new pool of skills to choose from, but those skills are not necessarily fixed on your bar, you can change them freely (within a small pool); Legends just adds new ones. It would lessen flexibility otherwise, never a good thing.
^He also said his screen was all covered up with his E-mail watermarked, that’s why he didn’t post any pictures. As someone who played vanilla closed beta I can confirm that to be true.
This may also be relevant to your insterests (also posted on reddit): https://archive.moe/vg/thread/37561461/#37655720
(Please check out the date of the post before any judgement calls! It’s been said the poster has been legit before)
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May be relevant to your interests: http://es.reddit.com/r/Guildwars2/comments/2vu3po/speculation_guardians_get_some_sort_of_bow/
I think the spammable interrupt with Head Shot (pistol offhand) will be more of a game changer, ya know, to easily ’rupt all those channels. 
Massive mobility and stealth are just the cherry on top.
At the very least, 1 thief per team is going to be mandatory for sure I think. Isn’t this (kindda) the case with conquest currently?
Unfortunately, I can’t yet.
Quite a bit of info will be coming soon™ though. Sooner then you may think.
That’s more reassuring than you may think.
Two months for any info on Revenant at all is a long time. One month is torelable but still long, around three weeks from now would be sooner than what I’d expect.
I’m most interested in getting to know the game play. Warrior’s weapon skills fluidity with some decent (but not great) mobility, with Ele/engy like utility (quality and quantity!), decent long range weapon option (for once for a heavy user, plz) with a complex profession mechanic, anyone?
You’ve already been saying more than enough though, thanks for that.
Yes, the Revenant will have a specialization as well.
Will it have weapon swap? How many class machanic skills (F1, F2…)?
Or… may be just the name of a single weapon skill?
Throw us a bone man!
You should all feel ashamed to ask for Ranger nerfs when ‘things’ like engineers are running around (not counting turrets).
They are not even the 3rd or even 4th strongest profession all ‘meta’ builds considered.
If anything, I would ask for zerker thief nerfs to gain more build diversity among other zerker specs. I’m wondering when is that thread coming up.
The only thing worthy of discussion here is that strong autoattcks should not be a thing: Thief’s Sword and Dagger, Warrior’s Hammer and Axe, Elementalist’s Lightning Whip, Ranger’s Longbow, and so on. I would shift the damage to other CD based skills (or ini costly skills in case of thieves); and that’s it. AAs should always be attack fillers and not a potential and/or viable main damage source considering their lack of risks and spammy nature.
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It will release sooner.
Achieving balance on that regard is very unlikely, not enough players.
April 26-28.
Specializations are going to be a ‘sidegrade’, not an upgrade. They are possibly going to replace either one trait line (or one particular trait line) with a new one, one set of utility skills, your class mechanic and/or even a weapon. And all traits directly affecting your previous class mechanic (if it’s changed and replaced at all) are going to be altered or changed to accomodate to the new one, same thing with skills or weapons if replaced instead.
I think it’s still there the possibility that you wont be able to use a weapon you could use prior to the new specialization, or in other words, the new weapon replaces a previous one you could use. But I think they would have clarified that given the case.
But to sum up, you’re not supposed to get stronger, but to gain a different play-style within your own profession. This comes at the cost of replacing or altering, but not adding (the new weapon may be the only exception).
Oh my! nice ninja eddit there on the tittle mods! Good job!
This should have been in the game from the very beggining. It’s an annoyance to have to change my keybinds everytime I swap professions. I heavily base my keybinds on the reaction times needed to press buttons in order to perform certain skills. This includes profession mechanics as well as utility skills which vastly differ among each profession.
It shouldn’t even be that hard to code.
Anet plz.
I’d prefer not to have to set them 9 times (18 times?) myself. So I’d want there to be an option remaining for global keybinds.
Also I think the game differentiates account/character binding, not profession. I have 3 mesmers for example. With specialization, that’s 6 times keying in the same settings for me if no global option is there.
Make it per character then, just like WoW does. It gives you two options, make these keybind changes to this particular character or make them affect your entire account. It’s a quality of life improvement sorely needed to make this game more alt friendly.
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Instead of being account-wide.
This is a must have for this next expansion.
OK?
Engineers have so many ‘outliers’ right now…
:/
I’ve been hearing and reading from multiple sources that we are not getting new weapons. That would rule out spears, polearms and whatnot.
What Rytlock is wielding in the trailer it’s not a spear or pole-arm it seems.
Warrior is lacking some kind of one handed ranged weapon. MH and/or OH pistol is more of a possibility now. Staves could very well be used on melee, though.
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Wow and on my birthday too. Maybe that’s a sign i should switch careers!
Of course thanks Gaile, as always, good job!
Mine too! Bro fist!
Also Gaile, yeah! you rock!
64bit support is what you want. And then you can start from there. It’s not going to happen any time soon, sadly.
I just wish they will add another range option (like pistol main hand) so we won’t have to take that LB anywhere we go (rifle who?)
Something like a throwing spear could be cool
Tha’ts exactly what I’ve posted in another thread, I’m going to post it on this one instead.
I think Warriors are missing a one handed ranged weapon. I’d vote for a throwable spear.
They have one hybrid (or condi): Longbow.
One direct damage: Rifle
and…
Condi focused, hybrid and/or focused on disruption (CCs). (Throwable) Spear. ??
Pistols look terrible on a warrior (imo).
Spec name? Maybe, Battlemaster?
What form of utilities, healing skill and elite is the Warrior sort of missing at the moment?
So far, Warriors have:
Healing skills:
Anti-conditions, sustain, burst-heal, proactive heal.
Utilities:
Warriors have persistent auras: Banners.
Instant offensive support: Shouts (can be traited as defensive support)
CC skills: Physical
Defensive selfbuffs: Stances.
Almost everyone has signets (not engies) which are unique on their own.
Elites:
Banner
Transformation (CC heavy)
Signet
Warriors quite possibly wouldn’t get, for example, an elite or heal shout with the new set of skills from the specialization itself if we consider that they will all have their own theme. So I think we could speculate more accurately if we knew the name of the specialization.
This may sound obvious, but… NA only, correct?
Correct, EU players wouldn’t make the cut.
A pity! I would have liked to try at least!
Hopefully you reach the expected success on your recruitment endeavours! May your new fellow peers may be up to your standards!
This may sound obvious, but… NA only, correct?
And I want to see condition mesmers around. I think we need much more build diversity in this game.
Haha! c’mon! that’s not fair! You’re a Necro! =P
Fair point, though. Build diversity needs to increase, significantly.
With such minor changes every 6 months it’s going to be difficult. Although zerker thief is the constant and main culprit in my opinion.
A brilliant, visual and practical but also decorative design that cleverly displays all the amazing art this game has to offer.
+1
These changes are great. They’re precise and leveled. The people complaining that they’re not enough are either bad at math or overreact to balance problems.
The only thing I would add is some sort of PvE buff to necromancers. It’s time.
As for the necromancer trait discussion: Soul Marks is better than Reaper’s Protection or Greater Marks. It’s not even close. And you really shouldn’t need Greater Marks to counter engineers as a necromancer.
Let’s consider your common ele can maintain, let’s say, 15 stacks of might mid combat on average, that’s plus 525 extra power and condi damage, 450 with the nerf, and 3 (to 4) stacks less with the battle sigil nerf, so from 450 to 360 (12 stacks), that’s only 165 power/condi damage less from the unnerfed version.
The only meaningful nerf is Drake’s Breath, when the full channel ends you’ll end up with 6 to 7 seconds of burning on your enemy contrary to the current 10+ seconds. But the perma burning is still there due to Ring of Fire.
Even less of an effect on Engineers. Shrapnel Grenade doesn’t count.
You can’t realistically tell me all these minor changes (and other much needed minor buffs and hotfixes) will have any meaningful impact on the current meta. Seriously, it’s been almost half a year, they are NOT enough.
I’m sure you don’t want to see condi mesmers around, either.
Also, who in their right mind would ever use Sentinel amulet over Soldier’s? Soldier’s has plenty of vitality, you already nerf your damage a lot by taking this one, who would nerf his/her damage even further and gainig a little more HP by taking Sentinel’s? There are no passives like “the less health you have, the more damage you do” besides a single, crappy Warrior trait.
Yet another useless amulet that goes to the bulk of “here you have many options to make your own build” illusion of choise kitten.
Put some precision on that new amulet (282 maybe?) and we might start talking about viable choises.
Almost half a year for this? Might stacking nerf to everyone and some ele changes. Battle sigil needed some adjustment though.
Nothing on Engineer’s Gear Shield absurdly and ridiculously low CD, incendiary powder, overcharged shot 0 animation tell.
Thieves unparalleled mobility and disengage/engage potential which pushes out entire professions (how many specs again?) from any potential meta.
Warrior’s Rifle is still absolute cr4ap.
If you’re buffing Warrior’s GS, make 100b movable and nerf his damage away, a channeled highly counterable skill with ridiculous set up is not fun.
You really want to give condi shatter/confusion mesmers viability, I don’t know why. :O
Buffing Guardian’s Shield and Ranger’s Warhorn and Torch was definetly a good move though.
Regarding thieves, it’s simple, really. They have 3 of the strongest defensive/offensive mechanisms in the game: high dodge uptime, stealth and massive mobility, none of that needs any investment in stats, hence using zerker amulet is a given. They also have among the highest burst (or more readily available) with the lowest set up. They also happen to be good at 1v1, when gankers should be that, gankers, and not proficient duelists too (but this one is an opinion).
Some of their stolen skills are elite level and could use some nerfing. Their interrupt prioritizing the steal of stability first kind of gives them an unfair advantage as well (my opinion again).
Well, If me and my team of pugs happen to be against a premade team in a subsequent and very clear blowout match, and let’s say we are getting farmed, horribly, worsening mine and my team mate’s experience with the game, shall we continue struggling against such foes, or should I (or we) just sit down and let the game finish quickly? Is that ‘poisonous’ too?
Well, this is a pretty fair suggestion to be honest. Minor nerfs such as these that tune down blobbling a little bit are great.
+1 from me.
After OP’s nerfs: 3 Shout Warriors per team
That’s absolute bullkitten. The moment cele eles and engies are tuned down (which doesn’t mean getting erased from the meta), it’s the moment there will be lots more zerker builds which in turn would focus a shoutbow Warrior and kill said spec in seconds. Shoutbow warriors can’t withstand the pressure of coodinated focus fire at all. I’ve been playing said specs for a while now, and cele Eles and engies are worlds apart from a shoutbow, you can’t honestly compare them. :S
