Yes to the targeting not sure how they could “actually” fix it to work with how the game functions. Leave the blue fire alone tho please I always loved the fact that guardian flames are blue.
This is neat thanks for sharing!
While dodging into shatters is a nice option outside of possible cleave on clones and phants the superspeed clone/phant shatter buff makes that much more difficult.
Illusionary Reversion and Chronophantasm along with signet of illusions are imo the main culprits. Clone generation on top of clone sustainability is the bread and butter of mesmers/chronos as a class imo.
As for condi eng its personally fine does a lot of mixed condi damage which is very effective against ppl that lack condi cleansing.
Two major issues I personally feel for necros are they start Spvp games with next to no life force which truly makes them the best target to focus down even above the majority of the copy paste comments about lack of evades blocks and invuls. Secondly their cast times on just about everything is abysmally long and screaming interrupt me. Those two things if anet chooses to look at this class for spvp and pretty much general pvp I feel are the most important.
Can’t we just all be happy were wanted in all game modes i mean even the condi build is strong on like 2 raid bosses if ur looking for dps.
To have fun…….
If condi is something destroying druids they can simply opt to drop either natures magic or beastmastery for wildness training will lose stuff in return but the option is there.
Revs in Ventari and geared towards healing have pretty insane burst healing and their passive healing isn’t to far behind an ele that ops to take the soothing waters grandmaster buff. I’d say the hardest thing is landing the heals on moving teammates
I thought heralds were able to 25 stack with strength runes and sigil of strength in the past?
I’m pretty sure if necros were given something similar to Warriors endure pain, Engs elixir S, Rangers sigent of stone, Guardians elite, Eles obsidian skin, or mesmers invul would mostly likely see a surge like we did when Guardians were buffed. Outside of a immunity like ability Necros/Reapers are extremely powerful. I personally wouldn’t mind giving one to necros/reapers just to see what happens because it is undeniable atm that they’re targeted first and I feel its because of no immunity skill and poor mobility.
Axes grandmaster trait needs a rework imo and thats where you can add the addtional effects like projectile destruction or something. Currently the 300 ferocity is alright but the adrenaline gain on crits with axe just seems like overkill considering all the ways warrior have to gain adrenaline. Personally for me a traited Axe5 hits for slightly less than a traited GS2 just that it’s mobile but has a longer cd.
DH is pretty much in the state of Scrapper and Druid in spvp. Tbh it’s one of those classes in a 1v1 situation assuming both players play near perfectly they just don’t have a glaring weakness or disadvantage. This is also considering ppl are using the current metabuilds because every now and then you have someone go into spvp with some build thats sole purpose is to kill said build.
Only thing ele struggles in atm is Spvp in a dps role. Every other game mode they’re either top tier or very viable.
Looks good on paper will have to wait and see. In the meantime need to get the raincoat ready for all the tears to follow.
I doubt this would ever happen despite it having some logic behind it. Also search and rescue is far from being nerfed into the ground as it’s still a teleport on a downed body double rezzing speed+1 and if using druid you can provide your own stealth with celestial shadow and not leave behind that obnoxious gyro that says place damage here.
The main differences between a scrappers gryo and SnR is that scrapper doesn’t have to slot it as a utility, SnR has a longer cd and gryo can stomp. The game really doesn’t need anymore options towards stomping and rezzing if there is something that should be looked at for changes its scrapper function gyros cd 30 secs is far to short for something that has such power.
Sic em is perfectly fine I have no idea why anyone would want to even change it let alone nerf it……
I personally think because it’s kinda boring to play tbh, warriors are in a great spot not weak by any means and not cringe worthy strong either, really just feel that it’s boring to play compared to everything else.
well without 500 skills which have imortall engi,20 traps for imortall guard,10 heals for imortall druid,50 illusions spaming,2x moa casting mesmer,its rly ballanced class,so obviusly if you like to spam and you dont care about actual skill,than yes,its borring.
I’m not sure what you’re trying to say here….
I personally think because it’s kinda boring to play tbh, warriors are in a great spot not weak by any means and not cringe worthy strong either, really just feel that it’s boring to play compared to everything else.
It’s a crappy version of engs elixir kit 3# skill pretty much. Iv’e personally only ever found a use for this in Mai trin to go overboard with condi cleanse not that it’s even needed considering we have light field spam. The other only nice thing about this skill is that it looks amazing animation wise.
Some ideas for fixes is keep the condi cleanse it does now but add burning to each tick and slighty increase the channel time. Or it could remove boons when traited in the radiance trait line for each tick.
This is nothing but good news and ppl still bash it figures.
For the second time in this thread. Mesmers only gain a 10% increase to revive speed with that trait. The “dome” is just a feedback that reflects projectiles. Its hardly OP, get inside it and wreck them. Or just use AOE, or unblockable projecticles. There is nothing OP about that trait
I don’t think it’s all about “Oh this is op that is op”. Part of the reason for thesse demands is normalizing rez capability. Once normalized then numbers and other such things can be looked at but when you have to balance around random factors then it makes balance impossible. Say we buff base res speed, then all the 10% traits would be op as kitten but if we nerf it then they may be mandatory to get a res off any time.
Solution is to remove all safe stomps and res buffs so that the actions are normalized and then change functions accordingly. Cap on rally range would be a fine implementation just by itself so that can go in regardless. (Tired of killing someone once they deem it safe to leave a teamfight only to have them rally from someone across the map who happened to die)
Except that most classes already have a 10% increase in revive speed trait.
Necros do.
Mesmers do.
Elementalists do.
Thief does (and gets stealth as well).
Heralds do.
Rangers do (though it automatically activates search and rescue, which does make this trait more powerful).6 out of 9 classes have access to these revive speed traits and yet he only complains about mesmers.
You missed guardian which is prob one of the most annoying ones in a 2v2 or 1v2 fight due to the knockback. Scrapper can count if function is up and off cd pretty sure the only class that doesn’t have direct speed increase is warrior.
Uhhh is poison not a thing anymore?
May seem silly but I find it makes it much easier to fight chronos by killing their illusions/phants and it’s not that hard with the amount of cleave just about every class has even with the signet and skillfull tier trait that increase their hp.
The only thing I find crazy on a druid is the healing outside of actual healing amulets/runes you can go full paladin or marauder and still have exceptional healing for teammates and yourself with next to no investment in healing power.
I personally enjoy traps the only trap I truly find overboard atm is test of faith. Specifically the entering and leaving damage when crossing it’s rings which isn’t that hard to actually force excluding ppl simply not paying attention and walking in and out of it. Between f1 pull shield 4# and either heavy light/longbow or hammer banish you can force a person in and out at least 2 times or more I believe all this on top of the other sources of damage and cc from those various moves it can become pretty outright ugly
Another srs issue I guess that someone already mentioned is that you can placea trap wait for the cd to come off and have one immeditatly ready to go which gives guardians easily the best on point pressure between offense and defensive since most trait traps to daze.
I would personally pick the lower cd option as well if A.E.D was ever buffed and possibly remake the gadget grand master trait.
Yeah that was really fun to watch thanks for sharing.
Can anyone explain why vigorous recovery is bad isn’t that the trait that gives 10 seconds of vigor after using a healing skill? Between that feline grace and bountiful theft isn’t that well near perma vigor how is that bad? It could be better but I don’t really see how exactly it’s bad could prob just have an instant 10 endurance on top of what it already does or something added when using a healing skill my only issue with it would be it might be to powerful when combined with Daredevils channeled vigor and brawlers tenacity.
This was fun to watch thanks for sharing. Support rev obviously has amazing healing as you displayed, my only issue with it is it’s damage is pretty abysmal even when given the chance to put in pain which is really awful for situations where you end up in a 1v1, as any other support based build i think they would have at least enough possible damage to make an enemy have to back off something support Druids and Dhs are pretty decent at.
Otherwise thanks for sharing hardly get to see ventari game play on the forums best of luck with it.
It’s not to short you simply can’t place it right on the point will have to run a bit to cover some more distance but it’s still highly effective.
Great Idea love the second one with the charges gives more control based on what the user wants and honestly doesn’t interfere with pvp/wvw or pve. The only downside is I highly doubt this will ever happen like I could personally see your idea for giving engs a special party boon like other classes coming before something like this.
That’s the dumbest statement i ve seen today .. “Warriors can out sustain guardians?” you’d think every pro would jump on warrior so they could out sustain a DH then get +1 by thief. I wonder why is that not happening??
A good bunker guardian would have killed 100 time over during S3. And i said AS A BAIT, so whist your focusing him his teammates are focusing u.
and what are your teammates doing? Sounds like you have inexperienced teammates or you’re simply being silly and going into outnumbered fights thats not a class issue but a player one. On that note would love for you to give some info as to how you thing a guardian is going to outsustain a warrior running healing signet, adrenal health, endure painx2, zerk stance and another defensive utility so far you’ve only been able to throw temper tantrums.
Somewhat confused here how exactly is the 1 sec icd on stealth attacks the death of the class. Does missing a stealth attack apply reveal??? As for the invul and aegis/blocks why would any thief waste a stealth attack on a target with aegis or an invul up do ppl not look for boon icons or ability tells isn’t the whole point of stealth to gain the upper hand or retreat. If someone pops an aegis/block or invul anticipating a stealth attack isn’t that just a good move on them and poor play by the thief if they attack?
This is why the nerf was more or less specifically a problem for D/D power; the set’s functionality when built power comes entirely from backstab, and requires an extra risk of getting up close out of stealth, landing the CnD to gain access, and still having the opportunity to land the backstab as well. Any passive proc of blocks, stealth, etc. negates pretty much the entire weapon set, since skills 2-4 are useless on engage with D/D.
D/P can still work since it has powerful skills on 3 and 4.
There are two further things to consider:
Backstab has a long aftercast delay, and the cooldown for backstab doesn’t start until after the aftercast, putting it closer to a 2s cooldown than 1s overall. This means players without SA get at absolute most, 2 backstabs per stealt, and that’s demanding absolutely zero wait time between gaining stealth and stabbing, which with the back/side condition on stab for the damage, is rare to happen, as a re-position is needed.Again, D/P doesn’t suffer here as much, since if the backstab misses, it won’t be revealed, and can therefore try again via another BP + HS/Bound and thus never actually lose stealth. D/D doesn’t get this luxury, since it must leave stealth or have perfect timing on chained CnD, and not have any negation be on the target at that specific time in order to re-acquire it.
A big culprit here is Hunter’s Determination in the DH and similar traits. Mug will break their Aegis, BV will apply the CC and proc it, CnD might land if pre-casted before the fragments get absorbed, but then the guard has passive Aegis again and you can’t deal the damage, and you’re also in point-blank range. You’re forced into a burn-all-initiative disengage and weapon swap and physically cannot deal damage, even if the guard fails to play well or his traps were on cooldown from a prior engage. While backstab spamming should be discouraged, and could have been argued as a problem over a year ago, the powerful safety nets provided to professions and builds through HoT kind of negates the need for a cooldown in many respects, and especially in the case of D/D, the cooldown is overly-punishing.
Rending Shade, the supposed compensation, is also a terrible trait in an uncommonly-selected line with little benefit these days. It requires the stealth attack to land in order to steal boons. But stealth attacks landing is already now a huge problem in many cases, so the gains are totally missed.
I 100% agree with that at the same time most of these passives have long cds hunters determinations cd should be something up for review for a cd increase imo based off everything you stated. That time frame though I’m pretty confidant a thief could reset the fight to their advantage at the same time the DH could have called for help depending on how and what they’re teammates are doing.
‘fun build’ in non-ranked is another way of saying inferior but its ok because of something or another.
lets go through it:
-1v1 – you will be focused down, you cant mitigate beyond a few seconds.
-Taking a point – nope, you cant go 1v1 against an equally skilled player. (lack of toughness, lack of sustained targeted dps, low hp)
- Bunkering point – nope.
standing at the edge of the fight and hoping no-one will move so you can get your 2 medium sized avoidable hits in while no-one focuses you – possible, desirable for a team lol?
AOE in PVP – look at arena based PVP historically in every mmorpg out there and understand why its not a thing.
If anyone on a support built class is getting focused down in a few second in any spvp game it most likely means your teammates are horrible just how 3+ ppl can focus you down as a target 3+ ppl can peel with cc for you.
Yes you truly can go 1v1 vs anything imo other than a thief or rev I never once mentioned being able to kill them but anything outside of those 2 class save mistakes and such will not be able to kill you in a 1v1 setting on point.
For some reason i think you think of bunkering as being able to hold a point vs 3+ ppl for an extended period of time something like 1min or no class is really going to be able to do that unless they out play those said 3 ppl or the 3 ppl are simply not as good.
Aoe in all PVP historically is a thing. every class in this game uses aoe in spvp except for possiblely support rangers running staff+sword/dagger. Scrappers elixir gun 4, aoe hammer 5 aoe, multiple lighting field aoe. Necros/reapers marks all aoe scepter 2 aoe. DH traps aoe, symbols aoe, Revs facet of elements aoe, Thief SB 4 aoe, Warrior burst skills on longbow aoe. Chrono with shield 5 or staff 5 and gravity well. I used those examples because they’re all specifically telegraphed aoe skills in most of the more used meta builds so aoe in arena type pvp is indeed a thing.
Don’t get me wrong tho by no means was I saying staff ele is the best new hot thing out there simply stating it’s something quite fun to play in team fights and lay down devastating aoe on point where bruiser like classes sit such as warriors scrapper dh and revs.
My whole main point is that while eles saw a decent sized nerf this recent patch they suddenly aren’t in the worthless tier like so many feel.
Somewhat confused here how exactly is the 1 sec icd on stealth attacks the death of the class. Does missing a stealth attack apply reveal??? As for the invul and aegis/blocks why would any thief waste a stealth attack on a target with aegis or an invul up do ppl not look for boon icons or ability tells isn’t the whole point of stealth to gain the upper hand or retreat. If someone pops an aegis/block or invul anticipating a stealth attack isn’t that just a good move on them and poor play by the thief if they attack?
You now have more or less one chance to land your backstab (or whatever stealthed skill). It takes a bit to get into stealth – we “work” for our burst which is then likely lost if a passive procs, the game bugs out (no valid path to target) or the enemy gets their boon elsewhere, which you can’t always predict. So yes, this hurt us even more – we’re often wasting all of our initative for nothing.
I also have to agree with Azukas for once: trying to hit stealthed enemies is now really a pain.
Is this specifically about Warrior and Eng passives such as endure pain I really only see warrior passive being the main one as it really has no tell. Otherwise from my personal experiences thieves generally try to go for the +1kills or 1v1s and they get their back stabs or stealth attacks off anyway which in turn triggers said passives and it’s not like they can immediately renter stealth it mostly just stops the auto attack onslaught to come afterward.
Warriors can out sustain a guardian Kpops suggestion about interrupting the the wings is spot on so I saw no need to repeat it. If a guardian is playing as bunker and they kill you I would highly suggest revisiting how to play a warrior in general.
As for soulknight scepter damage has 1 move for it’s damage that can be difficult to hit without cc and that’s dragontooth its why it’s most commonly comboed with air 5s knockdown. as for staff not sure where you come up with it having 0 reliable dps, 0 reliable defensive. as for air 4 that’s one among the many I listed you should reading it removes immoblize and cripple while applying swiftness those non damaging condis are pretty effective methods for locking down ppl when hard cc isn’t available. I would personally never use a staff build in a ranked match but it’s still an option for something in unranked spvp for dps. Outside of fun builds menders ele support with solider runes works perfectly fine and can hold it’s own simply not in it’s defining op status of the past.
Disagree with menders support eles not being able to stand 1v1 vs equally skilled players the only class they will have 100% trouble with and die after using all cds and utility are prob thieves and revs because they have insane sticking power and amazing burst with high AA pressure as for staff dps its why I mentioned team fights and it being another option if someone is bored of scepter fresh air laying down massive aoe damage on a point aka the thing ppl try to cap can be devastating while pushing others off the point so your more focused single target attacks can punish a target in a bad postioned force by the on point aoe.
The only thing ele is prob undrperforming in is spvp and even there they’re still boss support with menders and solider runes plus shout skills only honest difference is they can’t face tank as hard. I’m personally having better results with scepter now over dagger. As for dps fresh air scepter seems like the only realistic choice and it is very squsihy but it’s damage output is amazing. Heck even staff dps ele is absurd aoe damage on a point with team support on top of decent escapes with fire 4 air 4 and earth 4 and 5. Outside of spvp ele is fine in wvw and still top tier in pve content.
Somewhat confused here how exactly is the 1 sec icd on stealth attacks the death of the class. Does missing a stealth attack apply reveal??? As for the invul and aegis/blocks why would any thief waste a stealth attack on a target with aegis or an invul up do ppl not look for boon icons or ability tells isn’t the whole point of stealth to gain the upper hand or retreat. If someone pops an aegis/block or invul anticipating a stealth attack isn’t that just a good move on them and poor play by the thief if they attack?
Outsustain them if it’s a 1v1 you can out sustain them
They gained new damage with sword and scepter on their symbols and mace 3 was buffed. Otherwise most things were unchanged in the damage department for them traps remain the same. The virtues were buffed the spear now applies cripple for 1.5 secs be mindful of that and virtues of resolve baseline removes 2 condis and when traited an extra 3 so that’s a 5 condi cleanse on a 26 sec cd so condi warriors gl and shield of courage now gives them stab at the start rather then the end so time cc better and If they trait for meditations they can have a full condi clr on a 36 sec cd.
Pretty much this patch gave guardians much needed sustain in condi clearing and more on point damage. Some very dangerous combos now are being pulled with spear into possibly 2-3 traps then into a sword/focus combo. Or bow 5 into traps, weapon swap to something like sword/scepter or mace and lay on the symbol damage. My personal fav so far in team fights is bow 5 with 2-3 traps depending on what I’m facing and hammer 5 for well near total lockdown on called targets.
Don’t go in with the mind set that they can just be steamrolled anymore be it through condi or power, another thing to note a great deal of them are most likely running that trait that removes condis when they block with aegis 1 sec icd and when they have none they take 10% less damage.
Uhh no, pretty much don’t be in the middle of the fight where warriors,revs scrappers, and dragonhunters duke it out, You have have great mobility and escapes with staff sword/dagger take advantage of that, and if you choose to use longbow in place of sword/dagger you gain access to stealth with #3 without using smokescales f2leap or blast combo. Make sure you have celestial shadows traited as it gives group stealth and superspeed when you leave CA try not to use all of your CA energy in one sitting unless absolutely necessary. Between Protect me or the Daze/CC break glyph the full condi team cleanse signet and signet of stone and lastly strength of the pack druids have a great deal to prevent cc and escaping cc.
From what it seems like either you might be in the thick of fights far to much and taking unnecessary cleave, getting trained that hard and the ppl you’re facing are literally that good, and your teammates being outright selfish to not support you under such focus or the most common one just playing with very inexperienced ppl. Support druids suffer the same issues as support eles do but to a lesser extent in terms of mobility and damage and that’s that you’re really only going to be as good as your team.
Nothing has literally changed it’s just ppl notice how strong druid actually is since eles got nerfed. Druid mostly always ran with menders because they had multiple routes for escapes and way superior mobility also more base hp compared to eles.
I personally expect to see more general druid rage similar to DH.
The only real issue like someone else mentioned with druid is they have high single target sustain damage (strictly pvp) the real sad part is that it’s attached to the only honest 2 working pets smokescale and bristle back coupled with beast mastery traitline. Smoke assault is literally revs sword 3 if you can get it on 1 person which happens far more than ppl will like to admit. As for bristle back with it missing far less then it used to the strength of the pack + heal as one might combo is much easier to pull off.
Druids very strong nothing new tbh just shows more because the class that was primarily taken over it got a pretty hefty nerf.
T4 bloom just needs sustain not really even a gear change pretty much every teamate can switch out one trait line for something more supportive, or heck they can just grab an actual healer in like magis/cleric/zealot etc gear.
Half the ppl upset haven’t tried the changes I think like they see moa and go no one uses moa who cares. They should honestly try it along with the other fixes/updates to skills/pets warhorn actually does pretty sweet damage now on top of the vul application.
The moa change made them close to the usefulness of cats and drakes?
The WH buff made it better than axe oh for power builds?
For every dull buff rangers get many severe nerfs are made …
What exactly severe nerf was made I seriously only read about a few passive traits getting a few seconds added on to their overall cds. Otherwise please show what severe nerf there is.
You should really at least log in and try it out.
Half the ppl upset haven’t tried the changes I think like they see moa and go no one uses moa who cares. They should honestly try it along with the other fixes/updates to skills/pets warhorn actually does pretty sweet damage now on top of the vul application.
Wasn’t even talking about wvw ….
Erm, that was my point, you talked about 1 game mode, out of 3 and then briefly mentioned PvE, so when you say “Everything in the patch makes sense…”, it only makes sense if you have a very narrow view that conquest PvP is the only thing in the game, if you actually consider more than PvP conquest it makes zero sense, where in PvE / WvW scrapper is sub-par.
If you honestly think this game is dying you should just quit then it’s obviously not making you happy really is no point in playing something that doesn’t make you happy.
My GW2 gameplay consists of logging in for daily reward thing, then logging out, so yes I basically don’t play.
As for the class balance I don’t agree with that almost every single game struggles to achieve balanced classes and ofc every era has near 1 kitten crazy op class like any other game but recently season 3 ish era has been well near the closest in terms of every class having the capability to fulfill an important role on top of the opportunity to change their build to something else if said team doesn’t have a skilled player on a more common choice class.
Which is why I said across all modes… Plenty of MMORPGs have times where a class or two is OP or weak, but I’ve never played one where that situation stays the same for so long, e.g – necro in PvE was bottom of the barrel for pretty much 3 years, ranger in PvP between spirit build nerf and HoT was bottom of the barrel, you could go entire tournaments without seeing a ranger, most WvW guilds didn;t even recruit engy or ranger for most of the game, and so on, never played a game anywhere near as bad in that respect.
Scrapper is not bad nor sub par in PVE/WVW almost every single class plays a niche roll in organized zergs the only thing that will have a drastic impact on them in said zergs is the medic gyro and f1 nerfs. As for necro being bottom of the barrel in pve for 3yrs that’s hilarious are you talking about speed clearing which people created because dungeons were primarily the only main source of pve for such a long time and icebow was everything? As for the ranger example agree and it has significantly changed for the better so not sure what there is to be bitter about now and the same applies to eng in the past they were nothing incredibly special in wvw roaming or zergs/blobs but now they make superb roamers and have niche builds in organized zergs just like any other class.
Personally never played ESQ but in swtor, rift, aion, wildstar, B&S, and DCUO they have the same level of class balance issues if not greater with a less complex system and game modes available.