Don’t cry, Signet of Mercy. Others may forget you, but I will always remember.
Our deficiencies may be overcome by practice and self-discipline.
Why are there 2 types of swords?
Why are there guns and rifles?
Why arent there polearms?
Why arent there throwable spears..?
Shortbow isn’t one handed. Polearms is pretty valid, but I guess they thought underwater spears took those skins. Because underwater spears took those skins.
The fact that WP, who from what I’ve seen most always tries to understand and defend Anet for tough decisions against the complaints of the general audience (“don’t bite the hand that feeds you” I recall hearing a lot), ended up making a rant video because of this has me very worried. When one of the more levelheaded, supportive voices in the community can’t hide disappointment I can only imagine the number of people who got fed up.
It’s nice that people can say “I don’t care about legendaries so I don’t care about this decision”, but it isn’t necessarily about earning the weapon yourself, it’s about having the option if you so decide. Not having the option is what’s troubling, when people paid money for the option. It’s like raids being touted as part of the expansion: money was paid to access the content (among other content), but that doesn’t entitle to completed content. Right now an aspect that money was paid to access has been cut for the foreseeable future. This is alarming.
A lot of arguments saying “shortbows and longbows are fundamentally different”, and while I’m not sure if that’s true having never examined combat with them, I guess it’s understandable that shortbows might be easier to maneuver and fire having a shorter length and draw. But sword/greatsword, pistol/rifle, mace/hammer aren’t valid bases for comparison; in all of those cases it’s a one-handed weapon vs a two handed.
As for being very different, I’d argue there are far more distinctions among one-handed swords and two-handed swords than there are between shortbows and longbows. One-handed swords encompass thrusting swords (spadroons, smallswords, sideswords), cutting swords (falchions, katzbalgers, viking-era swords, naval cutlass, cavalry sabres), and hybrids (arming swords, rapiers), all of which need to be used differently to maximize effectiveness. Two-handed swords are a bit narrower with mostly the same designs but different sizes/weights warranting different techniques (longsword, montante, spadone, greatsword).
Regardless, I don’t think it’s a good idea to try to deconstruct such a framework that already exists. Just like how I’d very much like for there to be greataxes/polearms so axe/greataxe fits with the other melee weapons with one/two hand variants (and so my warrior can look like the picture on the website), it’s likely far too much effort to try to merge the entirety of skins and make an entirely new weapon use for rangers.
By this logic DD is super op because they get an extra dodge, and as far as I know there is no “unevadable” effect.
Wards
Oh yeah, forgot about that; you are correct, but it’s not an effect so much as an inherent aspect of the ability type based on the extemely niche nature of wards. If you could dodge through them they would be worthless.
Do you even play guardian? Do you even play block-based classes? Blocks don’t block everything in the game. There are these things called “unblockables”. If you interrupt that 2s cast heal with an unblockable CC, guess what: it doesn’t go off. By this logic DD is super op because they get an extra dodge, and as far as I know there is no “unevadable” effect.
Thieves don’t need traps to do physical damage, they have other things. Traps are the only guard utility besides Smite Condition that actively apply notable direct damage to the enemy besides Sword of Justice and Hammer of Wisdom. Guards also don’t get a lot of damage on most weapons. It’s not like guardians have high mobility on weapon skills besides S2 and GS3 either. You brought the trap on yourself, by either waltzing into it or getting hit by the yolo teleport bomb. Given the only guard survivability comes from AH or medis, and only shout guards run AH, most guardian survivability is lost with the addition of more traps in place of medis. Glass cannon with burst survivability/damage is glass cannon still. As for the “disarmed” like other traps: they still don’t move. If you dodge out of it, you’ll be fine. If your allies decide to stay and eat it, then they’ll eat it and hopefully die like they should for their poor decision-making. If they have blocks, guess what, procession of blades (main damage) is not unblockable.
Gotta say, if there’s one thing that’s made me salty about rev it’s that their elite spec gives them a signet profession mechanic (F3? whatever) that’s more group oriented than guard’s (even with virtues), and makes them better at group boon support.
But I’m not sure this is the way to do it. I don’t know much about pvp, but I’m still going to be one of those sticks-in-the-mud asking that our bad options be made decent before our decent options be made great, however garbage that makes me. But one thing I think most can agree on: virtue of courage is pretty lame, and the active only stops being lame with stab. But then the problem is DH shield of courage is pretty godly even with risk of interrupt. I don’t know how to fix this.
He didn’t say with all the vitality and toughness, he said with all the toughness. Given he went into pvp this probably means he ran knights, which I’m sure the OP can confirm/deny. And even so, nobody missed what he was saying, just that his conclusions are wrong since the premise is wrong.
The entire “experiment” is fundamentally flawed, and all conclusions drawn from it on the state of balance of DH traps are invalid. DD has 3 dodges, yes? Stacking semi-passive defenses against what’s probably a berserker or marauder DH probably isn’t a good idea, given DD’s defenses are built around not being hit, and DH is built around spike damage. By this logic in reverse DH traps would be underpowered if a full-sentinel’s necro in shroud were able to survive them, and they should therefore all be instant and scale better with power.
While I’m feeling sarcastic, if anyone would be kind enough to run a test for me I’d appreciate it: If you take a DH, load up on toughness and damage reduction, apply weakness or protection, and jump into all of a glass-cannon DH’s traps, do you die instantly? Remember to strip aegis first, for full effect. I’d like to know if guardian needs more base toughness and vitality in the ever-changing state of balance.
Figured out the problem. If a skill gets interrupted while under a condition in the instability where having a condition increases cooldown, the skill doesn’t go on interrupt cd; it instead goes on the full modified cooldown. Oh well.
So all of this is a lie? False advertising?
You should see the video on combat, where they suggest a thief “tanking” using evades (not talking about raids where there’s controllable aggro).
It’s not a lie, but it’s a little off. The part about your parents as a human? That’s part of character building based on your character’s past (before the instanced tutorial). It isn’t the focus, it’s just another insight to background that temporarily takes the foreground due to uncontrollable events. Your parents were dead?: There’s a little story behind that. No different from short D&D episodic adventures based around a particular party member: it’s good and aids development, but it isn’t the major arc.
It is the story of this game. My very first character fell victim to a cowardly attack by the White Mantle. Unfortunately, he got sidetracked by dragons, of all things, and railroaded into fighting them like some spineless patsy who couldn’t stand up for himself and tell those useless order representatives that his own vicissitudes were much important.
That’s not the story of the world though, it’s the story of your character. Does it matter? Yes, it should, but it isn’t the primary focus. The dragons pose (at least they’re supposed to) an immediate threat to the world and everyone in it. The white mantle tried to kill your character and killed your character’s parents. Big deal, every other creature in the game tries to kill you, from toxic spiders to giants to drunken skritt.
Some games can do personal vendettas instead of saving the world. Usually it involves the world’s collapse being beyond the character’s control. This isn’t one of those games though, this is one of the type where “saving the world” comes first.
One thing I’ve been pondering lately…
…there are 9 classes in GW2. If all things were ‘properly balanced’ and equal then that should mean each class should win a pvp battle roughly 1/9 of the time…
…which means that many of those playing PvP across the board will feel their class incredibly underpowered and imbalanced because they lose significantly more often than win. And, many of those people will cry for nerfs or buffs according to their personal tastes….
…which those kinds of cries are happening seemingly in most/every class subsection.
Not saying it’s true, but some food for thought…
…and I’m sure I’m going to be schooled about how my math is wrong. /flameshield
~EW
Cut it with the excess ellipses. You don’t get a flameshield, that was one of the worst attempts at math I’ve ever seen.
There are 9 classes, so for a given class there should be 4 favorable matchups, and 4 unfavorable matchups in a scenario of pure rock/paper/scissors counters (ignoring the complexity inherent to build diversity).
Is your team one of these teams?
Besides that the issue is indeed that you can fail with people you know, because if you fail with people you know then how reliable are they truly? Control is not equivalent to success and friendship is not equivalent to excellence; in the open world there are people better than you and people worse and where you fall is truly unknown but that is what makes open world so important; in a vacuum the only control you have is whether or not you complete something which in the end does not challenge you do become better at something.
One thing people tend to do (which is bad) is team up with those who not only have like mindsets but also like skill levels. Yes, you all slowly increase over time, but not having a real benchmark is crippling to personal growth. You can’t be the best if all you compare yourself to is a few people.
Wearing the label of “hardcore” means one thing to one group and another thing to another group; those who farm the Raid with their eyes closed probably think little to nothing of those who complete it with good time and form and almost perfect runs.
You’re missing the point entirely, stop trying to weasel different meanings out of his post. “…how reliable are they truly?” You sound like a monologuing villain, trying to buffer your poor points by making them unnecessarily verbose and obtuse. Get out of here with that vaporous nonsense.
Reliability isn’t just about success, it’s about having the right mindset. Are they gonna nail every mechanic on the first try? Did they bother learning to dodgeroll? Do they understand what makes their class strong? Are they gonna call to bail the night before? Are they willing to try repeatedly, remain calm in the face of failure, and keep trying? Are they willing to learn?
Would you be willing to repeatedly try something as complex as a raid with any random 9 people? Not people who have been practicing, dedicated, or genuinely interested, just random people. I wouldn’t.
As for the vacuum part I have no idea what you’re trying to say. It sounds like you’re saying in open world you can’t compare to anything else, which is true because it’s all carried by the raging zerg. But then you say grouping up with people of different skill hinders growth. The great thing about instanced content is it becomes easier to tell what your failings are, because you communicate with the X other people and decide who has what job. It’s becomes easier to see if you fail your job, because the results are much clearer.
I still think it’d be better to lean more heavily on nerfing elite specs than buffing base stuff.
Example: Anet decided that there was so much condi damage flying about that to make guardian less paper they doubled (1→2) the conditions cleansed by “smite condition” and reduced the cooldown on “contemplation of purity” (all condis→boons) by 30% with the last quarterly patch. Both are meditations, which are (and were) the single best tool for guardian survivability in a 1v1 scenario. Even after such a monsterous buff, it isn’t doing great. I use this example because I main guardian (familiarity) and you’re already working on that balance craft so this stuff may be on hand for you.
The thing to keep in mind about proper equalizing is that it isn’t meeting halfway between where things are and where creep leads, it’s about defining a certain threshold from the ephemeral nebula of “performance” where everything should fall. Ideally this would be powerful enough to be interesting, but weak enough to feel almost sensible (in a world with magical tomfoolery). Your best spell shouldn’t be making a nice pasta dinner, but you also shouldn’t be re-aligning 20 alternate universes every time you tie your shoes.
I think the threshold in this game falls somewhere near the better of the base spec tools, or maybe just above.
The problem is “equalization” and “power creep” both induce power creep. For the purposes of GW2, equalization to newly-added, overly-honed specs and weapons is power creep, it’s just a bit slower to climb. Until they add new elite specs, and if those are also overly-honed compared to the old, more equalization continues the creep.
Good night, sweet prince.
Don’t worry, I have no intent to critique-bomb with real frequency.
Thaddeus: I think it would be better to bite the bullet and just try to beat down the power creep, even if unpopular. Might cause a momentary drop, but if done right over time it would make things better.
Zantmar: The OP said several times he intends to do this for every class, and that includes a lot of nerfs to all other elite specs as well.
You’re probably going to have to keep reminding people that you plan to try a lot of tweaking with all the classes given the salt people are feeling here. I like a lot of these changes, but specific trait feedback:
Wrathful Spirit- zeal is a primarily offensive line, or turns offense into defense (zealous blade), so having a support boon proc more defensive boons here feels a little weird
Glacial Heart- I still feel that since hammer is cc oriented it might fit better somewhere else, but ultimately this is probably a good place for it
Ferverous Precision- Like it, but uncertain about flavor (condi) reasoning given the burning of symbolic power (GM minor)
Shattered aegis- interesting take, but leaves a healing hole in honor
Symbolic avenger- I’m surprised you managed to do a shuffle on writ of persistence and symbolic avenger that I think could work. I like it.
Right-Hand Strength/Retribution- The thing to know about these is that Retribution still has the powerful blades trait rolled in. Makes Sword/Spear do more damage, tooltip just doesn’t display. I’m not sure I can say what the sword identity should be, but I’d think crits/mobility. Like warrior sword it has mobility on 2, and damages on 3. Warrior does bleeds, but since the final sword hit does (at least would do if not so obnoxious) 3 hits even without the virtues traits you’ll proc justice passive every auto chain, making it automatically a possible condi weapon. Main issues are how mace works better with symbolic avenger and S auto3/3 have no cleave.
Stalwart Defender- You said it yourself, toughness gain isn’t a great reason. Plopping more on block doesn’t seem much more appealing. If it instead offered the flat +240 toughness and took the +% ferocity based on toughness it might be better. Alternatively, just replacing all that with a roll-in of strength in numbers might be better (only applies when wielding a shield perhaps?) The thing is, while valor may be about personal survivability, it’s also about armor. That’s why shield (a group support weapon) ended up in the tree.
Invigorating mace- don’t think it needs regen on hit since mace symbol already gives regen. The condi removal chance on hit alone is probably enough, given you have a decent auto chain and the aoe symbol.
Resolve of the abandoned- Not sure I understand how this is meant to feel. It’s a very situational trait (2+ enemies and no allies in a 600 radius to proc) and simply causes more damage. But it’s also in the middle of the Honor line, which is based on group support/healing. So what this does is leave the healing line with non-healing master traits: group toughness, boon duration while wielding a staff, and solo damage. If not for Signet of Judgement I might suggest putting it in the valor line and adding damage reduction to roll shield into strength in numbers here. Not sure what line it would work best in, but I think honor isn’kitten
Force of Will- this actually made the trait worse. Before it scaled of vit but also gave vit, so the base outgoing healing increase turned into 13%+ at lvl 80 minimum (1300 vit). If you run ascended magi’s armor/weap you can get to upwards of 20%. Not including how guard can’t compete with other classes for healing right now (druid, tempest, ventari rev), the problems are: it competes with Pure of Voice (condi clear which becomes sustain with AH) and Writ of Persistence (250 hps baseline at your change), and it scales with vitality. It’s a weird compromise, it gives more vitality for a little beef, and increases outgoing healing.
But if you wanted more healing, you’d take the symbol trait with high healing power gear, unless you can squeeze enough healing per second off non-symbol healing that the 13-20% difference is greater than the healing per second of the symbol trait. With your WoP, at 1200 healing power you get 400 healing per second from symbols. In order for FoW to compete you’d need 4000 healing per second from other sources at 1200. That doesn’t even factor for the damage done by longer symbols, and the additional boon application (mace regen, hammer prot).
If you wanted more beef (i.e. wvw) you’d just run soldier’s and take shouts. In order to make the trait work optimally you’d want both healing power and vitality, so you’ve got almost no proper trinket choices and your armor choices are pretty much shaman’s, nomad’s, minstrel’s, and magi’s. I can only think of two tweaks, leaning to either healing or beefing.
I don’t want to flat-out suggest taking your version and raising the healing to 20%, but it might be better if this overshadows the WoP for healing builds. WoP would still probably be taken to synergize with Symbolic Avenger (as it is now). Alternatively something could be done to make FoW a true beefcake GM, like gaining vitality based on healing power with only the 10% outgoing modifier. Ideally the trait would make a nice hybrid ground for personal survivability feeding group support, but I’m not sure how this would best be done.
Vigorous Virtues- Not sure why you feel this way, all my research of retaliation guards I kept finding the answer that they’re not useful because tiny health pool. Retal is also kinda a thing of ours, considering you get loads of it off light fields and every 3rd ability we have.
Absolute Resolution- I particularly like this, the GM now mirrors that of VoC in that it both improves the passive and provides something extra on active.
Indomitable Courage- could use some sort of passive effect as well to better mirror AR and PW. I don’t want to suggest applying the passive aegis to allies, but it seems like a simple solution.
Edit-accidental underlining
(edited by King Cephalopod.7942)
I know people complain about LB5- specifically how it opens zergs up to necro wells in WvW- but I think the complaints are somewhat invalid. It’s like a bunch of little rings of warding with a reasonable cast time and cooldown, the problem stems more from stacking stability and effect culling.
Nerfing traps is probably unnecessary, especially given the state of other elite spec abilities.
Isn’t the only reason DH is 3rd best dps is because hammer autos and in raids you get huge quickness uptime? But yeah, elite specs mad OP. Waiting on nerfs/alternate lines (healing line when?).
Yea, I got something similar. Mossman feared me during the cast of “Hallowed Ground” on my guardian. I had the trait so full cooldown was 64 seconds. But the interrupt caused it to go on 99 second cooldown, even though untraited cooldown is 80 seconds.
The main issue I really have is the place is HUGE!. It’s clearly designed for massive Guilds – which is a shame :/
The thing is because of the way the instancing works even in a huge guild I find myself seeing ~5 people in the guild hall, ~10 if I get a map merge notification. Not very effective as a place to gather and/or see other guildmates.
Thing about capes/cloaks: they aren’t gigantic, and they don’t create an obscene amount of visual clutter extending from character models. I would rather the market be flooded with capes/cloaks rather than giant paper-mache airplane doors people stapled to their backs.
It’s meh. Open-world pve anything is fine. Fractals anything is fine. Dungeons anything is fine assuming you find people to run with (my first arah run was while using AH frontliner and my wvw gear because poverty and noob). Raids you probably won’t get a spot in PuGs unless you’re tanking VG or hammerhuntering Sabetha.
If you’re gonna complain about druid, the ultra-bunker healy spec that I and some other guard mains were sorta hoping for, I’d suggest keeping it in the ranger forums. Revenant elite isn’t primarily offensive, it’s just support, which turns into offense because revenant is a…well-tuned…class, and offensive support is part of support. Engineer elite spec is meant to be tanky, but like a lot of elite specs it’s also too good at other things (read: damage). Mesmer elite spec was based almost entirely around alacrity, a unique support, and too late Anet realized that was a poor decision and so slapped a band-aid on a meta they didn’t like by hammering mesmers with the nerf bat. Elementalist elite spec seems to be frontline support/survivability, but I don’t know much about that class.
But yeah, it’s cool that you’re disappointed; you’ll fit right in.
Yeah, gw2 monks focus less on the combat forms aspect and more on the religious/purity aspect. As for light armor: no. Making elite specs force ownership of an entirely new type of armor would be awful. And I’m on the fence about having to give up weapon swap for the tomes. You have to take the specific elite spec for it to work, unlike eles and engineers, and you only get 3 options. Engies can get up to 5 kits (yea, they won’t, but they could) regardless of spec and eles F1-F4 affect every skill on their bar. If revenant can get weapon swaps and their skill swap, when all of their weapons have a broad spread of utility, an elite spec like this could probably keep weapon swapping.
Forced light armor usage would be a great idea but base guardian already has good healing. I think thief should be monk as the initiative system seems appropriate for the class. You would have different punches, kicks, and a couple of offhand healing moves like chi wave that either damage and heal or just heal. Weapons would be no weapons equipped (bare hands) and would have the equivalent stats of an ascended mender’s weapon. I think something similar to monk would be great but with emphasis on CC and bust damage not healing and burst damage. The black belt I think would be totes great for guardian and would also have a rad no weapons equipped moveset like throws and a karate chop with daze.
I can’t tell if you’re serious because some of the things I’ve seen on this forum but I sincerely hope not.
Aggro mechanics in RPG video games come from charisma in tabletop RPG’s. Since most devs don’t want to put in charisma since everything in their games are combat based (more easily quantifiable), intimidates, taunts, etc, are usually tacked on to attacks or abilities. It isn’t about who is the scariest, it’s about who looks the scariest, and who spams tripping to keep things from moving. All about distracting enemies from what’s really important: support/buffer/healer.
Since Anet doesn’t have aggro numbers tacked on abilities, but they want somebody to be able to maintain some control over the motion of raid bosses, they decided toughness makes you look scary. start hypersubjective Which isn’t necessarily wrong, if you see somebody eat all your attacks and keep coming without knowing the game-based stat limitations, you might assume they’re the one you want to get rid of first, either by being a danger individually or offering something important to the rest of the group that makes it critical that you survive (i.e.: if there was enough unavoidable damage that you needed survivability, a prenerf alacrity chronomancer might want to stack toughness to ensure survival). end hypersubjective That’s not the way it actually works, and we all know this, but it’s some game-world logic. Yeah, it’s kinda all a bunch of tosh when you get down to it, but that’s the way of seeing it through the lens of metagaming. Doesn’t help that depth is reduced because you don’t have to actively distract the bosses to protect the healer, so it seems a little unexciting.
If you had really smart enemies, they’d go straight for the most pivotal/squishiest support/buffer/healer nine times out of ten. My two cents.
This game does not have the holy trinity (specific tank, healer and dps roles).
Classes are roughly selfsufficient (which I really like).
Some support a bit more, some can take a bit more hits, some deal more dmg etc. but in general, there arent specific roles like someone only healing, someone only tanking, someone only dpsing.With a bit more research before starting this game, you could have known this.
So your usually tank role desires wont be met in this game.
I dont think that this is the game for your usual role.
Maybe you will like something else pve wise or maybe you will like some pvp?
If not, than this might not be the game for you.
When I researched before buying, all the talk was of a “soft trinity” of control, support, and dps. Even now in the GW2 introductory combat videos on the main website, there’s one that says something along the lines of “thief can make a good tank because of all of the evades”. It’s not that the roles weren’t meant to exist, it’s that they were supposed to be flexible in that every class could do a role in some wonky way at least. This is somewhat true with how guard was meta for all dungeons. Thing is the old PvE encounters are designed around dodgerolling and simply killing everything (instead of point-holding like PvP), so you don’t need defensive stats like in PvP or WvW. I don’t like that you don’t need supportive stats to be a support, or defensive stats to be control. It feels weird, like wearing a tuxedo top with work jeans.
What irks me is they keep adding defensive stat sets, even though they’ve had 3 years to see how things shape up across game modes. Defensive stats are nearly useless in PvE. They couldn’t (or didn’t want to) balance around them in PvP, so first they removed nomads and minstrels amulets (I still can’t believe minstrels was in for a few days on HoT release considering nomads was too tanky), and then to try to bust the bunker meta without touching class-specific over-sustain they simply removed more defensive amulets. So there’s a whole lot of stuff that’s only considered using in WvW, and even then a lot of it isn’t worth it. Eh, just seems weird to me.
Alright, I’m aware not a lot is being done (or probably is going to be done) with underwater combat especially given the lack of new underwater legendary weapons.
That being said, I was pondering a few things about Trident 2. It looks like it’s supposed to be a parallel to staff 2: launches an orb that does more damage than AA, option to detonate for secondary effects both offensive and supportive. But staff 2 has a cooldown of 3/12 where the 12 second cooldown affects the base cast if detonated, while on trident the two are separated: launching the orb has a 12 second cooldown while detonating has an 8 second cooldown, independently.
So, I was wondering: Why is this the case? Was the launch supposed to have a 2sec cooldown so it matches the staff 2 4x cooldown multiplier? Perhaps not given it cleanses condis? Is it just an easy way to make it so that 1 detonate can happen per launch? And if so, why doesn’t the orb detonate by default at maximum range or on collision with a solid object? Staff you might not want to detonate to sling more orbs, but on trident there’s no reason to not detonate, unless I’m missing something.
Thanks, it sounds like your agreeing with me.
I agree with the underlying principle to an extent. I had to dig through a lot of nonsense to find it though, and I certainly don’t agree with what you said about the devs. So I don’t really agree with you. That’s all.
I can’t even list an idea or feedback here without personal attacks that de-rail the conversation. Half the thred is basicly “your stupid”.
The OP has a clear point, I have a right to support it without being personally attacked on the forums. Sorry.
The OP may have a point, but that point is obfuscated by complaining without giving constructive ideas or open questions. I’m not calling you stupid, I’m calling you whiny. The tone and format of your posts are just that. If you were to calmly and thoroughly explain why you think they need to up the ratio of tanks:dps in raids, that’s fine. If you write a dissertation that guardian dps is too high and needs a nerf, I’d disagree but you can say so. Asking the validity of requiring more support-y builds in fractals? Go for it. But what you’ve done is assert and complain in a manner that makes people annoyed with you from the get-go. Most of this would probably change if your posts didn’t use so many unnecessary capitalized words and seem so emotionally-charged. Stuff like this:
“The developers suck, and people like blaming people over the developers suckage is stupid.”
-Just a bunch of pointless, non-contributing QQ. This is worse than the revs whining for a hammer buff. Your apology is cute but not accepted, you have no such right when your means of support is through posts along the lines of ‘I don’t get to play my class, refund me ANET!’
Beyond your tone, I would like to see more calls for tankiness. I personally want one raid wing that requires a tank to go full potato and focus on survival to survive. Primarily because Anet has put all these tank sets in the game but 1) they aren’t optimal for PvE because it isn’t hard to survive 2) they aren’t usable in PvP; they keep putting in these sets that are worthless but for niche wvw builds (i.e. nomads in the healway build). Beyond that, maybe one other wing that calls for several tanks in a split to hold points. Maybe one raid wing or even just a single boss that requires the DPS to take a set with a little toughness or vitality in some way. Of course DPS mains wouldn’t like that and that’d mean needing multiple ascended sets or paying for runes again, on top of not working because people would probably just take two healers instead.
Hey thanks for telling me i’m salty and whiny.
Sorry for alerting a clear problem along with the original OP.
Can I have a refund for the content I’ll be missing? Only time will tell..
You’re welcome, I call it as I see it. The problem may be there, but the way you present yourself means nobody will want to support you or your ideas regardless of whether or not you’re right. The only thing stopping you from getting through the content is you. That’s like me asking for a refund on a burger and fries because one of the fries was at the bottom of the bag and I don’t want to have to dig around to get it.
Nethod you need to calm the kitten down. It’s nice that you want tank stats to be important outside of wvw commanding; I do too. Getting all salty and whining won’t change anything. Raid wing 1 doesn’t call for a lot of toughness aggro nor does it demand that much survivability, but that may be different in future wings. Even then: if you want to run full potato, find people who like you enough to let you run full potato. PuGs have no reason to believe a rando who says “I’m running potato but trust me I’m good”
I believe what that means is the visual effects are less likely to be culled to try to improve performance, ultimately making them less likely to appear to vanish.
“kitten” is the forum censorship.
Well, I had nothing to disagree with in the rest of your post.
Whoops. I’d like to think I’m able to see large capitalized title threads, but apparently not. Still, pretty sure the “legit” is about the emotion at the potential, rather than the actual viability.
Nah, I think what he’s saying was “legit” was his excitement that burn guard might hold the proverbial torch for being best at burning (and be able to slide in mid-tier?). And considering how warrior’s Berserker Stance will get them eaten alive by necros, condi guard might actually have a better chance than burnzerker at living long enough to stack fire. I don’t know anything about that though.
We have a Signet of Mercy?
Never forgive, never forget.
No mediguard (DH trapper or otherwise) will drop their meditations for the new and “improved” signets
Signet of Mercy weeps in a corner. Someday, sweet prince, someday.
I think they should merge Stalwart Defender and Strength in Numbers and move Glacial Heart to valor. GH seems really out of place where it is, as the other two traits improve the passives of F1 and F2, and since it gives protection hammer seems to belong in the valor tree with armor-y stuff. So maybe something to improve the F3 passive beyond a 10 second cooldown reduction given by Indomitable Courage?
Don’t confuse ‘dull’ with ‘ineffective’. No, the changes aren’t sexy but most are buffs and are to some skills that were underused. Not sure what you call that but I call it balancing.
One extra second of retaliation on Wrathful Spirit is ineffective unless they fundamentally change the way retal works. 60 extra toughness on Stalwart Defender is ineffective unless they fundamentally change the way toughness works. Most of these changes ineffective, especially the ones that were on less-used options. It is an attempt at balancing, but not a very good one.
Honest question, what do you use Sanctuary for?
I like to use it in a joke full-consecration paladin build for the lane phase of DS. Breaks bars rather nicely if things hold still.
Some people still want healing guardian to be a thing in other gamemodes, even if other classes do it better (myself included). Mace is a healing support weapon by design, not somuch a power dps. If the devs separated the way it works between pvp and other modes, maybe. Otherwise it’s a terrible idea that further forces guardians away from “guarding”.
Ahahaha! Sory I can’t stop laughing…This is incredibly balanced patch! A lot of wall text, suggestions and ideas on this forum…And we have insane trash – “Wrathful Spirit: Increased the retaliation gain from 3 seconds to 4 seconds.”
Does anyone still believe that Devs played guardian or read this forum?
I’m somewhat convinced the only classes they played for the past 3 months are druids, reapers, and scrappers.
Guardian
Stalwart Defender: Increased toughness gained when wielding a shield from 180 toughness to 240 toughness.
HAHAHAHAHAHAHAHA! Good one! These “balance” changes never cease to make me chuckle! How many threads brought up how underwhelming that secondary effect is? Compared to 150 toughness to 5 people or free group aegises every 15 seconds?
What was the timeframe between the shield cooldown reduction and the actual fix that gave it aegis and the 4-second dome? I estimate at least double that before they put something interesting on this trait.
I was mainly talking about Mortifer’s idea that the problem is that the heavies aren’t tanking, the lights aren’t always glass cannons, and support can do things besides support; as opposed to guardian-specific problems.
Not a wrong game. There are some genre rules that should never be broken!!!!
No I have to disagree. Part of this game is supposed to be fluidity of role; technically any role could be filled by any profession, but each profession does it a particular/unique way (at least how it should work). The issue is almost all of the elite specs are OP compared to base professions, mainly.
Crapgame I think you used it right but I’d probably use homogeneous myself. Obtena did you not read anything beyond the first sentence of my last response to you?
Is there a link to a list of all changes yet?
because everywhere I look I can’t find anything
The list of all changes probably won’t be out until the big patch on Tuesday (1/26). Some peek was given on the last Guild Chat stream and hopefully they’ll give a little more today. Before then there was a post by the team previewing the types of changes the devs want to make without many specifics.
Right, just like I made up the whole thing about Anet saying too bursty and disruptive too? Humbug or not, balancing to class concept is just as, if not more valid reason to balance than between-class equalization is. Repeat it all you like, it’s widespread and relevant in any MMO.
No, it is invalid alone. Class concept only exists because of the between-class equalization. A class concept outlines what makes a class unique, and in a game made of numbers the numbers need to support that for it to work. Multiple scales tip up one way and down another for each class but the centers align, aka balance. If the numbers don’t properly support the class concept relative other class’s concepts it’s a load of hooey, and doesn’t matter. Results are what matters, to compare to books (gotta put the R in mmorpg) “show, don’t tell”. I.e.:
A class description says “really good at keeping allies alive”. Ingame the class is terrible at keeping others alive, both functionally and compared to other classes, but has really good DPS. The class concept is at odds with the mechanical performance, so the practical class concept is “really good DPS”. The flavor text doesn’t matter, performance takes priority, the class concept is wrong.
If someone tells an audience that I am physically strong, and I fail to lift a 5-kilo rock, I am not strong. You might say that I am strong in the eyes of that person, but that does not make me strong, nor does it matter. If anyone in that audience wanted help moving furniture, I would not get a call despite strength being my concept. The observers can see what I cannot do compared to the concept that person set up for me. Especially when the guy next to me picks up a 20-kilo rock in one hand, when the concept he was introduced for was painting skill. And then he makes a beautiful oil landscape. Performance takes priority, the concept assigned to me is wrong.
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