6k+ PvP games
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Then add it instead of Stronghold.
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Or rotate the game modes. One week it’s stronghold one week it’s arena if there is demand for both.
Players should be able to vote on forums about what they want from a set of choices.
(BTW: arenas could have some traps similar to guild arena)
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We’re aware of the community desire for these sort of arenas, but at this time we do not want to fragment the player base by having more than two arenas at a time.
Then add it instead of Stronghold.
I think you don’t have to always overcomplicate things and the community would have received a simple arena more positively than that.
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wow, dagger damage wasn’t that far off, it was about balanced. I wouldn’t have added more than 5-10% in any case
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- Removed Celestial
- Removed Sigil of Energy
- Removed Elementalist?Energy wasn’t removed, reread the post.
Honestly it might as well have been. Who in their right mind would consider using this sigil now? Going from 50% endurance instantly to 12.5% endurance (1/4 of one dodge) over 5 seconds?! Are you f—-in’ mad?! That’s literally a 75% nerf, and that’s only for the builds that don’t have access to vigor already. That’s also ignoring the possibility for boon removal/corruption.
Let’s not forget that vigor doesn’t stack with any other endurance regeneration abilities… making it even more useless for any class that has a trait that gives them extra endurance regeneration.
A lot of people really liked this sigil, and I honestly haven’t seen a single complaint on the forums about it. But it was popular and a lot of ppl used it (like cele ammy), so…
RIP.
Same as I said. They should make vigor stack in intensity twice and make it 10s on this sigil or just nerf it to a plain 30 endurance.
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yes this is why bruisers and bunkers are annoying
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Surprising indeed that they didn’t remove Clerics…(maybe they just left it out in the post)
Magi’s is unused anyway because precision in itself doesn’t deal much damage and you have no sustain without toughness(which is good). It is now:
Healing power(main)
Vitality
Precision
to make it useful it should be:
Condition damage(main)
vitality
healing power
I quite like the new stat sets. However, none of those have boon or condi duration.
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imo what druids need are nerfs to their OP HoT pets, that are doing 90% of their dmg
Yeah, but even before that birds were kind of the same.
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Yay, they removed sword aftercasts and split Bandit’s defense!
I updated the Original Post!
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(edited by Kicker.8203)
Sword AA frequency – best change!
Bandit’s defense – yess!
What I didn’t really find fun is that passive evade trait(Instant Reflex) and Vigorous Recovery, these should be changed into:
- Empowering Shadows(new): Shadowstepping grants a stack of might for 10s. (or fury for 4s)
and - Power of Inertia(“new”): successfully evading an attack gives you 1 stack of might for 4 seconds.(no IDC hence the short duration)
Reasoning: evading a lot of cleave in teamfight going to boost up your fight damage while trait staying mediocre in 1v1 situations.)
Reasoning: non stealth based thief melts without endurance.
(boon duration should be added somewhere in acro line)
- Assassin’s reward can also be removed or reworked (rework ideas: heal for ~150 per successful evade with a 1s ICD per 6 evades which would mean u can heal 150*6=900 every sec but only if you evade 6 attacks.) Or simply merge current Assassin’s reward with Swindler’s equilibrium or something.
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- Removing bunker amulets is a dream come true! Great job.
Give it week 1 of Season 2 and it will be “This is no fun… I just die in 2 seconds constantly to this <insert burst spec here>, wish I could build more defensive”
That’s a potential risk, but that’s also why we’re putting these changes in weeks before the next PvP League season. If we get an early indication that things aren’t going the way we want them to we’ll have time to make any needed changes.
I think this meta is bunkery enough without bunker amulets.
Revenants and engis can be barely killed in marauder ATM.
And more glassy specs are a lot more exciting IMO, you can see how much better it is in 1v1 rooms where cele and soldier amulets are disallowed.
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1050 thoughness 1050 condition 560 precision 560 healing
Healing Power and Toughness in the same amulet is a big no. no.
Which means eles are dead.
Yes, some amulets look like they didn’t have eles and thieves in mind.
Please let us mix some the stats some more (reimplement jewels). Especially for adding some vitality to statsets that have none.
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- Sigil of Energy: overnerfed: grants 12.5 endurance over 5s that doesn’t stack intensity with other vigor sources, instead of 50 endurance instantly.
If changed to Vigor make it at least 10s. (+best would be to revert vigor to 100% effectiveness but to make every skill have half as long vigor duration on it) - Rune of Durability: I liked the fact that you could boost your defensive stats if you have none(viper’s amulet/zerker). I don’t mind this amulet gone if you give jewels back (inside amulets) to let us mix up the stats at least a little.
- Removing bunker amulets is a dream come true! Great job.
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Call me crazy, but I honestly think that thief in PvP doesn’t need any balance changes at all.
You are crazy and didn’t read the post. I’m not saying “plz buff Vault, Backstab, and all the meta traits so that thief will be op.”
I’m not even saying changes about thief vs other classes but about thief build vs thief build.
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I will be happy if they put a nerf on the bunker/AoE builds that are dominating right now. They can put a cherry on top by putting Ricochet back in the mix and make CnD misses not cost full initiative.
Yeah but still everyone would use d/p or staff + sb. And some overall thief improvement is required because they fell behind since expac. They shouldn’t be favored in most 1v1’s ofc just like last meta before the expac, but at least they weren’t worthless.
Instead of ricochet they should just add a pierce effect IMO, I’ve never liked RNG immobs.
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What he really means is thief sux and warrior hasn’t got any good utilities other than stances among other problems.
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Thief has their own strengths already, only they can’t be utilized in raids because content is designed that way. If they would require very high mobility or stealth they’d be useful.
Autoattack is also something that needs buff especially sword and pistol auto. Other autos are almost good.
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No…plz stop the powercreep. Other classes need to be toned down…dont buff thieves. -_-
I haven’t even mentioned the overall thief buffs. (which Karl promised in his blogpost, rightfully, might I add.)
These were just the unused/buggy things.
I guess these suggestions are mostly PvP focused?
Yep but they would be also healthy for pve, IMO
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I wrote a post about it here.
Just wanna make sure people actually read it.
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Check out my detailed post about balance changes that should be made
6k+ PvP games
Check out my detailed post about making thief awesome
6k+ PvP games
https://docs.google.com/document/d/1slZrh_ND6Bu6qYm8Yzmh5HMO43RhcE9_GLRt046i0JE/edit?usp=sharing
Changes moved to a google doc because I’m out of space and can’t edit.
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(edited by Kicker.8203)
This issue still persists, and now that the devs are wokring on a new balance patch I’d like to remind them about this bug.
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Yeah. I hope it won’t really end up like this.
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ETA: Right, I forgot raids – I don’t think more damage is helping in raids, tbh. But I have yet to be in one – so I can’t really judge.
Basically the raids are a DPS check, but nothing that can’t be done with a thief in party.
The problem my buddies had while in a raid was survivability – none of them thief. So I guess pure DPS won’t help thief there either
It will help lol.
If you do more base damage, it will allow you to get some vitality and toughness on your gear.
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They need to add more utility for pistols to make them less boring and more sustainable.
They could also put bleeds on unload and decrease physical dmg a bit.
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I hope that they
—by saying a bit of rework to Acrobatics means a lot of rework
—split bandit’s defense into 2
—buff sword dmg and reduce aftercast (a LOT)
—reduce Dagger Storm(elite) duration and CD by half
—improve unused utilites like traps/scorpion wire
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Yes. Instead of a bit of rework to Acro they must do a lot of rework and try to differentiate it from daredevil.
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What I would have liked is:
1.) 15k Hp base
2.) 15 initiative base
3.) Significant CD on many of the Thief skills. (Black Podwer, 40s CD for a 3s stealth? Seriously?)
4.) Some form of access to protection and invulnerability
5.) Rework of skills’ initiative cost. (Pistol 5 and dagger 5 is 6 initiative. They’re need to be decreased to 5 imitative for pistol 5 and 4 for dagger 5.)
Total bullkitten.
invuln and prot would be out of character, just like CDs, and thief does need auto increase compared to other classes. dagger and staff is OKish but sword and pistol are terrible
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+1;
Don’t forget to buff unused weapons/specs (balancing shouldn’t be limited to nerfing the most popular builds.)
Some of these are :
—Thief: S/D, D/D, S/P
—Warrior: Offhand mace and axe
—Necro: focus
—Mesmer: focus
….and most professions have traits that are never taken like thief condi traits.
Berserk for warriors also ruins good burst skills like combustive shot and flurry into uselessness
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Coalesce of ruin can still hit the same person twice. Pls add a 0.5s cd per person.
Thief and warrior still bad.
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Is this for real? nerf invuln or block-stomping too then… -.-
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Glad to hear these fixes. When will soloq and balance be features?
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Maybe they should create a que for teams 1-3 and a separate que for full teams.
Teams with 4 can invite someone from lobby or LFG tool.
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Is there still personal class-based MMR?
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If you reroll to a different class in ranked do you still lose MMR? Do you lose pips? (not losing pips does not mean you don’t lose MMR)
I ask this because with the old leaderboard you used to get a loss if you rerolled (to prevent messing up solo class based MMR).
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Does class swapping still count as a lose or did they remove that?(maybe you still win pips but MMR used to get lowered from that)
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???. The opposite. Skillful wars get their MMRs lowered because they play a warrior. This wouldn’t obviously mean that you face rank 2 players immediately as soon as you log onto your rank 80 warrior, it would be a slighter adjustment than that.
Edit: I exaggerated. You would still face people with the same skill except you get better teams.
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(edited by Kicker.8203)
No. It would mean if you have to carry any thief/warrior the 3 remaining team members you get are stronger.
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You got account and profession MMR.
Per person, yes but not globally.
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Weak classes(whatever is weakest ATM, not just thief/war) make their teams lose more often so a global winrate across the playerbase(per profession) should affect matchmaking.
Why isn’t there a match making rating based on game-wide winrates for each profession?
If let’s say thieves/warriors have a 30% winrate across all the players why don’t the people who play those get better teammates(higher MMR teammates)?
This class-MMR would be reset after big balance patches and would automatically encourage out of meta professions.
This class-MMR should not affect how skilled the players in your match are, only the split of red and blue team if possible.
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(edited by Kicker.8203)
Helseth has also lost 2 pips against orange’s full roster while duoqueing. (orng won)
What about creating soloque, arenanet?
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(edited by Kicker.8203)
Helseth just lost 2 pips for winning a game on his stream (because they had a player DC and won 4v5). LOL.
I wouldn’t believe it if I didn’t see it happen.
Proof
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It seems currently in matchmaking there is too little weight on deviation from team avg. MMR. Resulting comps like: 10-10-12-8-10 v.s 30-10-1-5-4
Both have avg mmr 10 but the second team would have hard time if the “30” mmr couldn’t carry the team. What if the single high mmr player was a war/thief for example?
thats why they should balance their game, yes
some people play thief/war no matter how underpowered it is.
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“We strongly believe that regular balance updates are one of the key pillars of building a successful competitive game. As such, prior to each season, there will be a balance update. League play will generally begin about two weeks after a balance update to ensure that the metagame has stabilized in an appropriate manner. Balance will be closely monitored throughout the season with the goal of having solid balance going into the postseason tournaments.”
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Good MMR people have a harder time advancing the new league system than bad players… ludicrous
plus you can’t just put solo players up against 5 man premades #soloque plz
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A big balance patch every 3 months just doesn’t work changing too many things at once will result in a differently imbalanced meta. You should do many small balance patches.
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Auras are fine. Except shocking and magnetic, plz change these back to be more visisble
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The new aura effect are a good idea because most of them didn’t require counterplay anyway and now there is less clutter. However magnetic and shocking aura are too important to be invisible effects, please change these 2 back!
6k+ PvP games