At that level, builds are constructed on the team level, rather than the individual level. A thief-mesmer swap is fairly simple, since non-bunker mesmers and thieves play much the same role for the team: use mobility and escapes to control points, avoid unfavourable matchups, and +1 favourable ones. Swapping out two revenants would result in major structural changes to the team – the builds and professions of the other players are probably fine-tuned to the assumption that there are two revenants present, and the tactics will also be based on that assumption. Undoing all the experience they’ve gathered playing with that mix for the finals is a gamble that may cost them more than the nerfs that have already been made to revenant.
Outside of that team environment, revenants are suffering pretty badly. Since the major balance patch, I think I’ve had two sPvP games where a revenant played a significant role – mostly, in my experience, they’re doing well not to be food. Reapers are basically a hard counter to an unsupported revenant, there’s a bug on sword which makes it do even less damage than it should (Arenanet is aware of it, but either didn’t prioritise it or didn’t succeed in fixing it before the new season started) and in a typical sPvP soloqueue game, a revenant is much more likely to end up having to fight without support… which it really isn’t well equipped to do.
The proof in the pudding will be what happens in this season. If we’re still seeing revs being common in winning teams, then maybe there is an issue there – although in this case it might be an issue of being strong for top players and weak for most players, which is more complex to balance, and it might also be an issue that it’s not that revs are strong but that other builds that can bring similar things to the table are too weak and need to be buffed. Proper balance is a lot more complicated than “It’s being used a lot in high-level play, NERF!”
(Personally, I’m probably not going to be playing revenant to a significant degree until the next balance patch. I’ll probably be playing guardian and necro more often than not – necro isn’t generally one of my preferred professions, but it’s so overbuffed at the moment, and rev and mes so underpowered (at least in the environment that I play in…) that I’m doing a lot better with the necro.)wut? revs get shrekt by condi with their no condi cleanse, no nerf is needed in this condi meta.
Not to mention that the meta has become even more stun-happy with warriors coming back into play… primarily with hammers.
Last finals had 2 revs a team
That warrants a nerfing by all regards.
As for using the past to justify keeping a class obsolete….please. Thieves haven’t been close to OP since the 1st year of release and the short S/D stint. Even the s/d stint only had them OP vs mesmer
You must realize how bad this logic is right? because it’s used in finals by pro players doesn’t mean the class is OP infact it’s not. no condi cleanse whatsoever, mediocre heals all you have to do is not hit them when they pop it and a few evades. ALL they have going for them is teamwide boonsupport which are easily corrupted and used against them by reapers which are the far superior class in pvp right now.
It was the only class that got stacked in the finals.
The class needs a nerf and yes I do play rev.
way to ignore the actual point of the post and parrot the same thing you’ve been saying over and over because you won’t acknowledge your own logical fallacies.
Rev is over performing as evidenced by being the only class in pro league finals that was stacked. In fact since HoT releare rev has been stacked. That should sound off an alarm that it’s over performing. This is a fact and can not be disputed.
We had 3 classes that got zero representation in the finals. This isn’t good game design especially when a class is taking 2 slots on each team.
Look I get many of you don’t want to hear the truth but game balance trumps your desire to keep your over tuned toy. It’s time to look at the entire picture and not get blinded by personal bias
So pretty much your posts
That would be true except for the fact you’ve missed me championing the complete and utter gutting of chronomancer which is my main class.
Personal bias doesn’t pertain to me.
That doesn’t disprove bias, however.
Alekt posts about wanting Elementalist nerfs, but his hate for Revenants is ridiculously obvious and he fails to consider the class’ mechanics and the rest of their kit when suggesting his extreme nerfs. He is still bias against Revenants, even though he wants Elementalists nerfed (which consequently is not for the direct health of the game, but to justify future buffs).
You can’t grow thick skin vs afkers. You may ignore all you want but 4v5, 2v5 is a loss in most cases and no ignore/block would help you there.
afk =/= insults and threats
So it’s skill:
- range 1200
- 4 seconds CD
- Hit up to 5 target
- 3/4 second cast including aftercast and all.
- No animations or anything to know the hammer is coming or anything.
Still that skill does 9K damage in 3K armor toon.
The ranger’s strongest skill, the Longbow Rapid Fire can do around 7-8K in 2 1/2 seconds cast.
Can anybody explain to a druid player how is that reasonable?
Simple.
Hammer is a broken, buggy mess whose only real use is strong, single hits on plain surfaces (breaks on any incline).
It’s #3 is kinda bad. Sounds fine on paper, but in reality it’s just a rooted Evade. I’ve found that it just worsens my position rather than improve it.
- is kinda nice, but it’s a tad slow.
- is worthless trash.
Meanwhile, Ranger Longbow has higher range and can pierce.
- still hits pretty hard and tracks through stealth. It also can’t be side-stepped like Hammer #2 at longer ranges.
- is nice utility for re-positioning.
- is a quick knock-back that allows you to kite much easier; can be combined with #3 or #2 easily.
- isn’t terribly great, but it can be somewhat useful for better AoE cleave and for applying Cripple.
So, overall, Longbow has better utility and functions better as a ranged weapon due to its better kiting capabilities.
Revenant Hammer has damage and a projectile block.
@ Anomaly: I understand that, but I personally haven’t experienced this kind of hate in this game yet.
I’ve gotten maybe 2 angry PMs in like 2k hours and both of them were in WvW!
That being said, when something this seemingly rare happens, you can’t just quit because you think the community is toxic; it’s just one angry idiot that shouldn’t destroy your fun. You can block, report, and move on.
Toxic players are never going to go away, and will be a part of any community. Not saying to just turn a blind eye but honestly it’s just something to accept with the gaming culture from LoL, to COD, to WoW, GW2, and so on. Block em, give a few choice words if you want, and be on your way.
Well, so is sexism and racism but will you accept to turn a blind eye on it because "there always was and always will be? Neither would I…
No one is turning a blind eye. You have the tools to stop it: Block and Report.
No one is encouraging that behavior, but a lot of these people are just trying to be offensive for the sake of it; they might not be actually racist/sexist or whatever and if they are, they are a minority (at least in the US and the UK).
So, what is the problem here? If someone is offensive, you block and report them and move on. They will be dealt with.
These toxic people will always be everywhere, but I have to say, they are quite rare and far in between. This is not a big problem.
Getting cyber bullied for playing warrior, anet please do something
they say they want to come to my house and kill me and all that mean stuffIt’s a sad reality where ppl want to win at all cost and their victories to mean whatever they need to. I have all the sympathy in the world for you. Rest assure I will never ask you to play something you don’t want to. Winning is not worth that much.
I’m pretty sure his post was satire.
how is that satire
I’ll entertain you I guess.
“Getting cyber bullied for playing warrior, anet please do something”
Considering your post history and that you play a lot of PvP (claiming Diamond or higher) then it’s safe to assume you know how to block people and that getting mean PMs shouldn’t bother you much when it happens.
Sounds more like this is a “buff Warrior” thread.“they say they want to come to my house and kill me and all that mean stuff”
I don’t think anyone would say they’re going to come to your house and kill you just for playing Warrior. If anything, they’d say you’re bad (with slurs, of course).
The last part of the sentence also kinda gives it away; if you’re actually distraught, I feel like you’d be more specific that just “and all that mean stuff”.To be fair, I’ve witness worse than ppl telling others to kill themselves…
Well that’s the thing, they didn’t say “kill yourself”, they said they personally would go kill them. Allegedly.
Regardless, it’s not about how bad what they said is, it’s whether it’s real or not.
Getting cyber bullied for playing warrior, anet please do something
they say they want to come to my house and kill me and all that mean stuffIt’s a sad reality where ppl want to win at all cost and their victories to mean whatever they need to. I have all the sympathy in the world for you. Rest assure I will never ask you to play something you don’t want to. Winning is not worth that much.
I’m pretty sure his post was satire.
how is that satire
I’ll entertain you I guess.
“Getting cyber bullied for playing warrior, anet please do something”
Considering your post history and that you play a lot of PvP (claiming Diamond or higher) then it’s safe to assume you know how to block people and that getting mean PMs shouldn’t bother you much when it happens.
Sounds more like this is a “buff Warrior” thread.
“they say they want to come to my house and kill me and all that mean stuff”
I don’t think anyone would say they’re going to come to your house and kill you just for playing Warrior. If anything, they’d say you’re bad (with slurs, of course).
The last part of the sentence also kinda gives it away; if you’re actually distraught, I feel like you’d be more specific that just “and all that mean stuff”.
I hope that Anet can actually made some encounters truly mechanics based and not timer based. I played other games that if you made a mistake (possible to recover but really hard to do so) your party would wipe and not ever was the pressure on from a timer.
Timers make it boring and don’t do what Anet said would happen. The end of zerker meta. In fact those timers did the opposite it made zerker even more prevalent.
So lets all really hope that Anet learned a real lesson and can make something not timer based. (Probably not).
1. The timer makes it more difficult for full tank teams to push through and win (still possible on Vale Guardian). We don’t want a group of 10 nomads just waltzing through content without a care in the world.
2. The timer serves more as a “check” to know how well your team is doing. Regradless of timer, you can’t take your sweet time on either Gorseval or Sabetha, so all the timer is really doing is gauging your progress and allowing you to know certain timings.
3. They didn’t really say it was going to be the end of the zerker meta as in that it wouldn’t be viable (realize that if zerker is not meta, it would just get replaced by the next best thing). What they created was a more diverse meta in the end.
You can either be zerker, viper/sinister, or you could go tank/healer stats. Most raiders know the encounters well enough now that they don’t need full tank/healer stats to function, but that idea is still there and functions just fine.
4. The timer really isn’t such a big deal. You will more often lose on Gorseval or Sabetha from just lack of DPS or failing mechanics than the actual timer.
Even in Vale Guardian, the timer, again, just serves as a “check”.
One of the first times my group got Vale Guardian to phase 5, we went over the timer and lost. That tells us that our DPS was lacking and slowly we got better and better until DPS wasn’t an issue anymore. You could argue that they could introduce Gorseval/Sabetha -like mechanics in the fights without needing a timer, but you’re just artificially making another timer (kill before X happens).
In the end, I don’t see how this is a problem. If anything, it’s nice to have an in-game timer so I know when certain things are going to/should be happening.
Anet, put timers into the next raid wings.
to leave the ppl complayining about rev damage I’d say a 8s cooldown change is reasonable.
I’m so glad you’re not balancing the Revenant.
https://youtu.be/bM4V5xDoqho
totally fine! i mean didnt even loose 50% hp from a 4sec cd skill. not to mention the instant staff5 && hydro leeching. totally fine too.
i’m a horrible revenant. i got 0 matches on it ~10 rounds of 1v1 and some vale guardian kills (Kappa). still meenaged to kill my expert revenant mate several times gue to how broken and skilless this kitten is.sigh
Your suggestion is awful because you take a skill that’s riddled with issues and bugs, fix none of them, and then ask for a 100% cooldown increase on a weapon that also uses Energy as a resource and then provide 0 compensation for the big DPS nerf (especially in PvE).How about instead, we make the skill more reliable? Then we lower the burst output on single targets, but not make the skill so random in bigger fights?
It’s like Alekt suggesting that Jade Wings should also have a 45 second cooldown.The problem is people who clearly don’t understand the class suggesting changes that would be fine for a different profession, but are in direct opposition to what the Revenant was supposed to be (a class with powerful skills balanced around Energy).
Burtnik organized a big list of suggestions in the Revenant forum that handle issues like this MUCH better and improve the overall health of the class.
WOW!
this skill being not relyable is hilarious. knowing it’s sidestepable at max range and deciding to still cast it is your fault. I can’t really sympathize with ppl casting it in kittenef situations and complayning about it while having access to shiros positioning && mobility… (here is a link to a vid that explayns behaviour: https://www.youtube.com/watch?v=o9bCVXyqR5g)
someone posted here that it hits the door2x and 1x the man you want if you are next to it…. GJ man now you know that mby you should cast it 2secs later when you are in a better position, but you know who the fucx cares about timing one of the biggest single target burst ability when it has 4 sec CD. LMAO. It almost isnt worth to stow weapon.
If you can’t see why that’s bad design (for both the user and the target), then there really is no convincing you.
All that matters is that people can (easily) beat the Revenant in PvP, right? Nothing else matters in this section it seems; not fun, not design, but just pips.
If I managed to fix Lightning Rod, Tempest Defense, and Earth Shield bugs… I think you can do it too.
https://forum-en.gw2archive.eu/forum/professions/revenant/Revenant-bug-list/first
It’s not like they’re difficult to find.
And revert the previous damage nerfs? Revenant is already at best top 4 or 5 at single target dps and considerably worse when multiple targets are together.
Homing skill? Ahaha good one bruh
Projectile speed is the same as always, cant land kitten unless you are at point blank. Low cd? That’s why it uses energy genius, which actually terribly limits Revenant gameplay choices at the moment. Cooldowns with energy costs at the same time… bravo
Stop whining. You have not seen;
-Gust
-Shockwave
-Stoning
-FireballThe difference is that those projectiles actually go in the direction of your intended target and not into the ground/air/wall randomly.
Then you have not seen Gust. When you’ll cast a projectile at under 90 range and still miss, come complain about Revenant’s projectiles. Right now, I have zero, absolutely zero pity for anyone complaining about how precision strike is missing targets.
Staff ele is the worse when it comes to hitting projectile. Ever heard the phrase “Staff is a support weapon”? It’s mostly because all the other parts of the kit never hits.
I don’t think you’re understanding the big complaint about Precision Strike.
Lets say I’m near a door (say 200 units away) and there’s an enemy I want to hit with Precision Strike 400 units away. If I use that skill, two of the daggers will go towards the door (regardless if it actually has health or not; i.e. it could just be a prop and not a destructible door) and the other will attempt to hit the actual enemy.
I had zero control over that, but lost over half of my potential damage just because there was a prop nearby. Sometimes these props are really hard to predict. Sometimes they’re just barely withing 600 range. Every time that happens, you lose damage and it’s incredibly frustrating.
It’s not just props though. If you use Precision Strike and your target happens to be in the air (either while using a leap or jumping), the daggers will sometimes go directly up into the sky.
The problem isn’t just the projectile speed, but the unpredictable nature of its targeting system.
That was not what the person showed on the video. Your precision strike is probably going to be fixed anyway.
What he showed was another problem that was bigger before the change happened.
Now, post-patch, what I mentioned is one of the bigger issues because it’’ll always shoot 3 projectiles. Before, it didn’t matter much if it targeted random objects because the skill wasn’t really used for main damage (or much at all actually) and you usually expected just a single projectile to maybe land anyway.
Will it get fixed? Well, it only took ~2 – 3 years to fix core Mesmer bugs and weapon issues. So maybe Revenant will get theirs by the next expansion.
And revert the previous damage nerfs? Revenant is already at best top 4 or 5 at single target dps and considerably worse when multiple targets are together.
Homing skill? Ahaha good one bruh
Projectile speed is the same as always, cant land kitten unless you are at point blank. Low cd? That’s why it uses energy genius, which actually terribly limits Revenant gameplay choices at the moment. Cooldowns with energy costs at the same time… bravo
Stop whining. You have not seen;
-Gust
-Shockwave
-Stoning
-FireballThe difference is that those projectiles actually go in the direction of your intended target and not into the ground/air/wall randomly.
Then you have not seen Gust. When you’ll cast a projectile at under 90 range and still miss, come complain about Revenant’s projectiles. Right now, I have zero, absolutely zero pity for anyone complaining about how precision strike is missing targets.
Staff ele is the worse when it comes to hitting projectile. Ever heard the phrase “Staff is a support weapon”? It’s mostly because all the other parts of the kit never hits.
I don’t think you’re understanding the big complaint about Precision Strike.
Lets say I’m near a door (say 200 units away) and there’s an enemy I want to hit with Precision Strike 400 units away. If I use that skill, two of the daggers will go towards the door (regardless if it actually has health or not; i.e. it could just be a prop and not a destructible door) and the other will attempt to hit the actual enemy.
I had zero control over that, but lost over half of my potential damage just because there was a prop nearby. Sometimes these props are really hard to predict. Sometimes they’re just barely withing 600 range. Every time that happens, you lose damage and it’s incredibly frustrating.
It’s not just props though. If you use Precision Strike and your target happens to be in the air (either while using a leap or jumping), the daggers will sometimes go directly up into the sky.
The problem isn’t just the projectile speed, but the unpredictable nature of its targeting system.
And revert the previous damage nerfs? Revenant is already at best top 4 or 5 at single target dps and considerably worse when multiple targets are together.
Homing skill? Ahaha good one bruh
Projectile speed is the same as always, cant land kitten unless you are at point blank. Low cd? That’s why it uses energy genius, which actually terribly limits Revenant gameplay choices at the moment. Cooldowns with energy costs at the same time… bravo
Stop whining. You have not seen;
-Gust
-Shockwave
-Stoning
-Fireball
The difference is that those projectiles actually go in the direction of your intended target and not into the ground/air/wall randomly.
to leave the ppl complayining about rev damage I’d say a 8s cooldown change is reasonable.
I’m so glad you’re not balancing the Revenant.
https://youtu.be/bM4V5xDoqho
totally fine! i mean didnt even loose 50% hp from a 4sec cd skill. not to mention the instant staff5 && hydro leeching. totally fine too.
i’m a horrible revenant. i got 0 matches on it ~10 rounds of 1v1 and some vale guardian kills (Kappa). still meenaged to kill my expert revenant mate several times gue to how broken and skilless this kitten is.
sigh
Your suggestion is awful because you take a skill that’s riddled with issues and bugs, fix none of them, and then ask for a 100% cooldown increase on a weapon that also uses Energy as a resource and then provide 0 compensation for the big DPS nerf (especially in PvE).
How about instead, we make the skill more reliable? Then we lower the burst output on single targets, but not make the skill so random in bigger fights?
It’s like Alekt suggesting that Jade Wings should also have a 45 second cooldown.
The problem is people who clearly don’t understand the class suggesting changes that would be fine for a different profession, but are in direct opposition to what the Revenant was supposed to be (a class with powerful skills balanced around Energy).
Burtnik organized a big list of suggestions in the Revenant forum that handle issues like this MUCH better and improve the overall health of the class.
gotta love all these people saying you need ‘optimized’ builds to clear the current content.
Literally no one said that.
We practice and get better until we beat it.
So you are saying that there is no limit? Your group have one of the highest level of skill of the whole game and whatever Anet through at you, you will always be able to beat it?
They could make the canons fire each 10 seconds and make the flame wall a Flame cross dividing the platform in 4, while each 3 of the mini boss spawn each at each phase and you would still have no problems?
At some point, they will reach your level of difficulty, when your group can’t keep up and that’s the problem. Each group have their limit of skill and what make your limit more appropriate than the limit of any other group?
Uhh, you’re going a bit too crazy.
Raids should be the top of PvE. Only really good groups should be able to clear all of them.
Any group can get really good with enough practice.
The raids should be difficult by adding mechanics, changing up said mechanics and forcing multi-tasking (i.e. juggle all these mechanics while also maximizing your DPS), not by adding so much garbage that it becomes anti-fun.
Your example is like a mirror image of Dark Souls 2 and their developers.
Dark Souls was awesome even though it was incomplete because of its world, lore, atmosphere, and it understood how to make something difficult, but fun and fair (for the most part).
Dark Souls 2 was different. For most bosses, they didn’t try to make something fun and challenging, they just added crap to make it “harder”. For example, instead of giving Freja an interesting moveset, they just added a ton of infinitely respawning spiders for “difficulty” or for multiple encounters and bosses, all they did was just add more enemies because “difficulty” (all people do is cheese them now). While it makes the fight harder than it normally would, it wasn’t fun at all and I was bored with them immediately.
When I say I want harder Raids, I want primarily what Dark Souls gave: fun, fair, and challenging. This challenge is currently at a decent place, but it can be improved so that people need to pull their own weight and wont get so easily carried by a few good players. Again, this isn’t to say that it should just be so brutally difficult for the sake of it, because they would fall into the same trap as Dark Souls 2. They should be difficult, but primarily fun and engaging.
I just think (and it seems many other people agree) that they could be pushed much further. Sabetha is really the only boss so far that has a lot of multi-tasking; VG is fun, but is pathetically easy for most of the group and Gorseval is great, but just a big DPS check that can be covered by a bit over half the team.
to leave the ppl complayining about rev damage I’d say a 8s cooldown change is reasonable.
I’m so glad you’re not balancing the Revenant.
Hard to balance only 1 difficult scale for everybody. It will always be too hard or too easy for someone. Everybody talk about their own experience. You want to make the 2nd wing harder because that’s fine for you, but what if someone else which is a better player want it hard enough that you can’t succeed on a regular basis with your team?
We practice and get better until we beat it.
You’re absolutely correct; they could utilize mechanics like that to discourage selling a little. It’d be interesting to have something like that in a raid boss!
It would be interesting because it make the fight more interesting for everybody, not because it would discourage selling. I would hate if they start their design with the idea of discouraging selling. If they dislike selling, they just have to chance their stance on it, no need to go the sneaky way.
That said, there is pros and cons about that.
It would be a good thing because it make the fight more interesting for everybody. For example, Sabetha is a lot more interesting for the 4 ppl that go for the 4 canons. They have a lot more to do and the change of pace is actually important to keep the fight from being boring.
But it would also be a bad thing because, not everybody have the same amount skill. Some people prefer to play PS Warrior because it’s simple so they can focus on staying alive. Some people prefer to play Engineer because that stimulate them to focus on their rotation and to know that their skill improve their result. It’s the same from raid encounter. Some people prefer to have a lot to do to keep them buzy. I like focus on my dps rotation, then run to my canon, jump kill it, jump by while keeping a eye of the wall, then run to the other side of the platform to launch the bomb to the next canon while Lighting Flashing through the wall. It’s high pace, my adrenaline is pumping and I love it. But for a lot of people, that’s just too much for them. If you have a specific role for all 10 players, you limit by a lot the amount of group that will be able to complete the content. You lose this adaptability that raid have now that allow you to put your best player on the hardest role, while leaving the easiest role for others.
This is only the first raid. I would be severely disappointed if they didn’t get harder (to the point where everyone is trying their hardest) and didn’t also demand full ascended gear to complete.
The balance will never be harsh enough that it requires 10 players with optimal DPS rotations to succeed. It will always have some flexibility, which will mean that players can low-man it and sell the remaining slots if they like.
Anyway, given how many raids you have to complete to finish the first collection for Envoy Armor, if you’re willing to pay 5000g+ just for the collection and none of the other parts that’s your prerogative. The legendary armor will still have massive prestige in that case.
No, but it could be something like CoF p1, where you would need 10 different people to go to different spots and do something. You could still technically buy it, but you’re just paying for a group at that point.
That being said, I don’t care if people pay a ton of gold for their legendary armor, but it would be nice if they couldn’t.
lfg is full of listings that are selling raids.Players buy raids because legendary Armour is locked behind raids.players get the gold to pay for raids from gems to gold.
working as intended.
It’ll be sad if one of the next bosses absolutely demands 10 people (and they all have something mandatory to do) and the raid can’t be bought through.
The point is rewards offered.
AI fighting rewards are Ascended and legendary.
Player fighting rewards are scraps in comparison.
AI fighting is looking up dulfy to memorize boss and beat them to get best loot.
Players fighting other players is vastly more difficult and there are not any crutches or do overs, but those wvw and spvp players get awful loot.
Priorities.
Player fighting rewards are gold, rare items, weapon/armor boxes, and chances at Ascended gear.
Then you’re grossly over-simplifying PvE. Execution and coordination is far more than just memorization.
Then you say PvP has no crutches, but this is Gw2. The pvp is far from balanced and is full of crutches. Here’s a few you should know: Scrapper, Power Herald, Condi Reaper. In the past, we’ve had even more variety in easy-mode builds. Remember Turret Engi? Terrible in competitive, but absolutely crushed most randoms.
Could the rewards be better for PvP and WvW? Maybe, but also consider how top players were literally farming lower ranks and abusing the most disgustingly overpowered crap they could come up with for effortless wins. What you should complain about is the rewards in casual PvE being FAR BETTER than Raids or even high-end PvP. WvW has a lot more variables, so it’s never going to be easy to balance those rewards.
Why is everything that requires any amount of skill so heavily frowned upon by such a large margin of the community?
No one’s forcing you to run them if you feel they’re too difficult and their rewards are rightfully exclusive to encourage players to get better and go on the raids and even then we’re still getting people that buy their way through it.HoT is too hard? Well the only option is to literally L2P. Games should increase in difficulty as you get further, not remain the same and allow sloppy play in the highest levels. If you’re in HoT or any future expansion/raid, you should be expected to know how to play your class well.
If you just want a casual game to play, then you still can do that, but you can’t expect to just brainlessly go through it; you’re going to need to actually try.
Sure, raids take skill, but it’s sad to see these “exclusive” rewards are given for memorizing scripted AI and beating them.
Some of the most competent and knowledgable players I’ve gamed with over the years have participated in pvp areas of games. There were (few are still here) tons of amazing gw2 wvw and spvp players, but sadly there were/are zero “exclusive” rewards for these pro wvw players and a “meh” “exclusive” item in spvp. Sad.
What are leagues then? Badge next to the name is exclusive to PvP, as are the Legendary division titles.
“Their rewards are rightfully exclusive”…
So legendary armor and all those purchasable ascended are only offered to players that memorize scripted AI and beat it..
Sorry, but being competent in pvp areas of any game is much more difficult, yet players get nothing. Oh boy… Some titles and an awful looking back piece in spvp… Yay.
So if you don’t like the rewards, go complain in the pvp section? Some people do enjoy having a title or backpack that most other players will never have.
Now, just memorizing scripted AI seems to simplify the idea too much. Assuming the next wings are more difficult (which they should, because otherwise this is a failure), we should expect complete wipes with a single member committing a single mistake (actually, that could happen in Spirit Vale already, but some errors can be recovered from). You can’t tell me that’s easy just because it’s predictable; it’ll still take long practice hours (or days or weeks for most players).
Also, your “difficulty” in pvp varies a lot. Some metas get unkillable god-tanks or unstoppable killing machines that require essentially no skill and matchmaking that has allowed players to literally farm each other.
But raids ya know… Leet content with the best reward structure lol.
And yet, the rewards for the raid are garbage in terms of gold/hour. I’m sure you get a lot more money playing low-rank PvP than raiding.
PvP here is World vs World and Structured Player vs Player…
Gold? Yeah, let’s talk gold per hour in wvw or spvp…
In raids you earn currency to purchase ascended gear, with more varieties coming. Raids will also get legendary armor… All this for beating scripted AI.
Tell me what players can earn in wvw and spvp compared to raid rewards?
Do you know how long it takes a regular player to get enough tokens to actually get a full set of ascended gear through raiding? Assuming they don’t fail much and always get the magnetite cap, it will take them 13 weeks and a chunk of gold. Minimum. Of course, not including weapons or trinkets.
I’ll use full ascended Zojja’s Heavy armor as an example because that’s the one I made myself for raids. It costs you ~372g to make (can be cheaper if you work harder).
There are 91 days in 13 weeks.
There are 2184 hours in those 91 days.
Assuming you make a paltry 90s per hour by doing sPvP, you’ll have gotten 1965.60 gold total.Lets be more realistic, though.
Lets say you sleep for 8 hours every single day (728 hours)
Lets say you work/study/whatever for another 8 hours every single day (another 728 hours)
Lets say you play 4 hours per day for those 13 weeks (364 hours)
Now lets assume you make that paltry 90s per hour (which I’m sure it can be much better than that in sPvP, especially with the reward tracks).You’ll have gained 327.60 gold in that time, just 44.40 gold shy of your goal, which again, can be lowered.
But wait, buying your ascended armor via Magnetite Shards also costs gold! How much? 47.50 gold.Conclusion: Raid rewards aren’t actually very good and they take a lot of practice and coordination. Actually, the rewards are so bad, that 90s per hour is better than raiding if you want ascended gear or anything else (because remember, Gold buys more than just ascended armor).
I didn’t consider WvW because it’s been established since forever that their rewards are lacking in comparison to anything else in the game. You should go complain about that instead of thinking Raids have amazing rewards, because they don’t.
*also, funnily enough, I got almost all my ascended weapons from casual PvP for no effort!
I’m not going to argue that raid rewards are good (because they really aren’t, especially if your goal is to get a full set of ascended). But you aren’t taking into account the gold you make via raids (4g per new raid wing boss, 2g per old raid wing boss + 1g per event) or the (low) chance of getting an ascended drop normally from the bosses. In addition the total time spent in raid wing when it is on farm seems to be roughly 45 min -1.5 hours per week (x2 for magnetite shard cap), whereas your spvp example is 4 hours per day (28 hours per week). Conversely you can argue that the consumables spent on these bosses, particularly when you are learning the fights negates a lot of the gold reward.
Because the point of the raid comparison was that it was actually a very slow method of getting ascended armor (he did try to say you get ascended gear).
I’ve gotten more ascended drops from sPvP than raids personally.
Also, 45m – 1.5 hours per week assumes you actually have a group to farm the raid and reach the cap quickly. It can easily take you a lot more if you don’t have a set group and/or haven’t learned it. The spvp example is just a pathetically small one. You can get more gold/hour from tracks or winning games, even in unranked.
Not to mention that I’m comparing something that actually is very easy (winning low-rank sPvP games) to something that can be pretty challenging (organizing 10 people isn’t always easy; again, assuming you don’t have a set group, which most people do not).
If we want another comparison, which he probably should have picked instead, try Silverwastes or a HoT map, where you can get 5+ gold per hour for little effort.
Even if you play a single hour every day, you’ll out-pace the rewards from raids.
The real thing to complain about here is that casual PvE gets you better gold/hour than the most challenging content and that low-rank PvPers get more or less the same as high-rank PvPers.
(edited by Malchior.5732)
Why is everything that requires any amount of skill so heavily frowned upon by such a large margin of the community?
No one’s forcing you to run them if you feel they’re too difficult and their rewards are rightfully exclusive to encourage players to get better and go on the raids and even then we’re still getting people that buy their way through it.HoT is too hard? Well the only option is to literally L2P. Games should increase in difficulty as you get further, not remain the same and allow sloppy play in the highest levels. If you’re in HoT or any future expansion/raid, you should be expected to know how to play your class well.
If you just want a casual game to play, then you still can do that, but you can’t expect to just brainlessly go through it; you’re going to need to actually try.
Sure, raids take skill, but it’s sad to see these “exclusive” rewards are given for memorizing scripted AI and beating them.
Some of the most competent and knowledgable players I’ve gamed with over the years have participated in pvp areas of games. There were (few are still here) tons of amazing gw2 wvw and spvp players, but sadly there were/are zero “exclusive” rewards for these pro wvw players and a “meh” “exclusive” item in spvp. Sad.
What are leagues then? Badge next to the name is exclusive to PvP, as are the Legendary division titles.
“Their rewards are rightfully exclusive”…
So legendary armor and all those purchasable ascended are only offered to players that memorize scripted AI and beat it..
Sorry, but being competent in pvp areas of any game is much more difficult, yet players get nothing. Oh boy… Some titles and an awful looking back piece in spvp… Yay.
So if you don’t like the rewards, go complain in the pvp section? Some people do enjoy having a title or backpack that most other players will never have.
Now, just memorizing scripted AI seems to simplify the idea too much. Assuming the next wings are more difficult (which they should, because otherwise this is a failure), we should expect complete wipes with a single member committing a single mistake (actually, that could happen in Spirit Vale already, but some errors can be recovered from). You can’t tell me that’s easy just because it’s predictable; it’ll still take long practice hours (or days or weeks for most players).
Also, your “difficulty” in pvp varies a lot. Some metas get unkillable god-tanks or unstoppable killing machines that require essentially no skill and matchmaking that has allowed players to literally farm each other.
But raids ya know… Leet content with the best reward structure lol.
And yet, the rewards for the raid are garbage in terms of gold/hour. I’m sure you get a lot more money playing low-rank PvP than raiding.
PvP here is World vs World and Structured Player vs Player…
Gold? Yeah, let’s talk gold per hour in wvw or spvp…
In raids you earn currency to purchase ascended gear, with more varieties coming. Raids will also get legendary armor… All this for beating scripted AI.
Tell me what players can earn in wvw and spvp compared to raid rewards?
Do you know how long it takes a regular player to get enough tokens to actually get a full set of ascended gear through raiding? Assuming they don’t fail much and always get the magnetite cap, it will take them 13 weeks and a chunk of gold. Minimum. Of course, not including weapons or trinkets.
I’ll use full ascended Zojja’s Heavy armor as an example because that’s the one I made myself for raids. It costs you ~372g to make (can be cheaper if you work harder).
There are 91 days in 13 weeks.
There are 2184 hours in those 91 days.
Assuming you make a paltry 90s per hour by doing sPvP, you’ll have gotten 1965.60 gold total.
Lets be more realistic, though.
Lets say you sleep for 8 hours every single day (728 hours)
Lets say you work/study/whatever for another 8 hours every single day (another 728 hours)
Lets say you play 4 hours per day for those 13 weeks (364 hours)
Now lets assume you make that paltry 90s per hour (which I’m sure it can be much better than that in sPvP, especially with the reward tracks).
You’ll have gained 327.60 gold in that time, just 44.40 gold shy of your goal, which again, can be lowered.
But wait, buying your ascended armor via Magnetite Shards also costs gold! How much? 47.50 gold.
Conclusion: Raid rewards aren’t actually very good and they take a lot of practice and coordination. Actually, the rewards are so bad, that 90s per hour is better than raiding if you want ascended gear or anything else (because remember, Gold buys more than just ascended armor).
I didn’t consider WvW because it’s been established since forever that their rewards are lacking in comparison to anything else in the game. You should go complain about that instead of thinking Raids have amazing rewards, because they don’t.
*also, funnily enough, I got almost all my ascended weapons from casual PvP for no effort!
(edited by Malchior.5732)
Why is everything that requires any amount of skill so heavily frowned upon by such a large margin of the community?
No one’s forcing you to run them if you feel they’re too difficult and their rewards are rightfully exclusive to encourage players to get better and go on the raids and even then we’re still getting people that buy their way through it.HoT is too hard? Well the only option is to literally L2P. Games should increase in difficulty as you get further, not remain the same and allow sloppy play in the highest levels. If you’re in HoT or any future expansion/raid, you should be expected to know how to play your class well.
If you just want a casual game to play, then you still can do that, but you can’t expect to just brainlessly go through it; you’re going to need to actually try.
Sure, raids take skill, but it’s sad to see these “exclusive” rewards are given for memorizing scripted AI and beating them.
Some of the most competent and knowledgable players I’ve gamed with over the years have participated in pvp areas of games. There were (few are still here) tons of amazing gw2 wvw and spvp players, but sadly there were/are zero “exclusive” rewards for these pro wvw players and a “meh” “exclusive” item in spvp. Sad.
What are leagues then? Badge next to the name is exclusive to PvP, as are the Legendary division titles.
“Their rewards are rightfully exclusive”…
So legendary armor and all those purchasable ascended are only offered to players that memorize scripted AI and beat it..
Sorry, but being competent in pvp areas of any game is much more difficult, yet players get nothing. Oh boy… Some titles and an awful looking back piece in spvp… Yay.
So if you don’t like the rewards, go complain in the pvp section? Some people do enjoy having a title or backpack that most other players will never have.
Now, just memorizing scripted AI seems to simplify the idea too much. Assuming the next wings are more difficult (which they should, because otherwise this is a failure), we should expect complete wipes with a single member committing a single mistake (actually, that could happen in Spirit Vale already, but some errors can be recovered from). You can’t tell me that’s easy just because it’s predictable; it’ll still take long practice hours (or days or weeks for most players).
Also, your “difficulty” in pvp varies a lot. Some metas get unkillable god-tanks or unstoppable killing machines that require essentially no skill and matchmaking that has allowed players to literally farm each other.
But raids ya know… Leet content with the best reward structure lol.
And yet, the rewards for the raid are garbage in terms of gold/hour. I’m sure you get a lot more money playing low-rank PvP than raiding.
But my Revenant doesn’t even have a helmet to block his view!
Maybe he’s cross-eyed…
Can the players who want to actually be challenged have ONE thing to ourselves? ONE thing? Raids are literally the only reason I still play this game, can I not be able to enjoy it? The content is focused on content for elite players? You’ve got to be kittening kidding me, EVERYTHING in this game except for raids is designed for casuals. Please, shut up.
I’m not saying I agree or disagree with you, but challenging content and raids are not mutually exclusive. You can have content that presents a challenge without it being in the form of a 10-player raid. There could easily be challenging dungeons or even solo encounters; in fact, the Queen’s Gauntlet (especially Liadri) is a great example of that. It’s even timed and “instanced” like raids, but takes the form of single player content instead.
Do not assume that the only way you can be challenged is via raids.
Dungeons: 5-man group content
Raids: 10-man group content
All that changed was that they actually tried to make more interesting bosses and it’s 10 people instead of 5, which has arguably allowed more variety of classes to be used.
The Queen’s Gauntlet is a nice example of a challenge, but it’s not group content.
Regardless, the point isn’t that Raids are the only way to make a challenge, it’s just one of the few things in the game that is actually designed to be a challenge and one of the only things that will hopefully allow better PvE players to differentiate themselves by letting them show off their legendary armor that wasn’t bought with gold (this assumes they make the next wings much harder and impossible to beat without all 10 people trying; I.e. no more selling).
even though the nerf to hammer 2 was only increase of it’s cd by 2 seconds xD
It’s almost as if Hammer doesn’t actually have too much going for it…
Why is everything that requires any amount of skill so heavily frowned upon by such a large margin of the community?
No one’s forcing you to run them if you feel they’re too difficult and their rewards are rightfully exclusive to encourage players to get better and go on the raids and even then we’re still getting people that buy their way through it.
HoT is too hard? Well the only option is to literally L2P. Games should increase in difficulty as you get further, not remain the same and allow sloppy play in the highest levels. If you’re in HoT or any future expansion/raid, you should be expected to know how to play your class well.
If you just want a casual game to play, then you still can do that, but you can’t expect to just brainlessly go through it; you’re going to need to actually try.
BTW guy for those who can’t math chill and alacrity were never equal in the first place. It’s all in the wording before the %.
Alacrity may make thing recharge 66% faster but it’s only 40% CDR but now it’s 33% which results in 25% CDR. Chill is 66% increase which means skills recharge 40% slower.
Chill also doesn’t stack with itself. skills that cause alacrity mean skills that cause it recharge faster. it compounds with itself!!
They are very different you can’t just be like 66% to 33% yay.
Chill is also an attrisive condition. It intentionally makes you hard to fight against the longer you are in a fight with someone because of the coolfown increase and because of the reduction in move speed it will more often force you to fight rather than retreat. For a class with relatively low mobility and low active mitigation / defence it fits. The damage from.the trait needs further toning though.
Adding to this:
You can remove Chill from yourself. Nowadays it can be reapplied quickly, but that’s a problem with the class, not the condition. It’s original intent was a somewhat short duration debuff that was powerful.
Compare to Alacrity which is not a boon (can’t be increased with boon duration, but conversely has zero counter-play; can’t be stripped or corrupted), can be spammed to team mates, and can limit build diversity (look at raids a while back) and future design.
Alacrity could lower powerful skills to stupid small cooldowns and that just makes everything harder to balance. No future skill can be designed without considering Alacrity now and toning it down just makes it easier.
Should Chrono receive some compensations for the nerf? Maybe, but I’d argue that the current Chrono is close to balance and that we should rather tone down everyone else to around their level, where elite specs actually do what they were advertised to do and aren’t just complete upgrades.
Well, Corruptions always assume two things:
1. The target actually has those boons to corrupt.
2. The Necro actually runs corruptions (which almost all do now) and invests in them.Before that wasn’t as big of an issue because boon spam wasn’t as bad and Necromancers needed to invest more to get any decent amount of corruptions. It also seems like more people ran Condition clears (especially group ones) so they just didn’t have such a big impact in most cases.
So I feel like the problem isn’t so much that their durations are too long or powerful (although, 3 stacks of Confusion for Retaliation is kinda painful for some), but that corruptions have become too accessible (just a bit too much) and at the same time, boons are way out of control. Most classes just spam a billion of them constantly.
I once saw this 20 seconds of weakness after a clutch escape… And the 10 sec cripple is pretty constant to be honest.
Remember when Necromancers didn’t have constant corruptions and when your Elementalist didn’t have permanent boons (although proper rotations allowed for high up-time on a lot of them by multiple re-applications) and could also cleanse many conditions every 10 seconds (how many Eles actually take Cleansing Water nowadays?) ?
Like I said, the problem is boon/corruption spam, not necessarily the condition’s duration.
Corruptions were supposed to be somewhat punishing because they were few and far in-between and Boons were more precious. Now you can have your 7 applications of Swiftness corrupted every time (see how both sides have reached absurd levels?).Well, I don’t see Anet backing up on that decision to make boon corruption more prevalent.
I run cleansing water; I am one of the few remaining staff elementalist. As for boon spams, those are pretty minor buffs I spam. Vigor, Regen, Swiftness, Fury. And… Protection is clearly not spammed since I don’t have Earth.
I don’t see Anet making that any smart balance decisions very often. Doesn’t disprove my point.
Also, you said you do in spam boons which was exactly what I was saying.
Never understood why Chill is more effective at slowing movement speed than cripple which doesn’t give other bonus effects. If it were up to me, I’d remove the movement speed reduction completely because I don’t see the need for two conditions that do this. At the very least I’d greatly reduce it to something like 33% movement speed reduction and then bump cripple up to 66%
Because before HoT, you couldn’t really get very high applications of Chill without very specific builds that focused on it and Cripple was more accessible, easier to apply, and lasted longer naturally.
If it’s a problem, touch the application, not the actual condition.
Realize that it’s only when it’s spammed by specific classes that it’s such a big problem.
Nerf Chill and you nerf everyone instead of just resolving the main culprit.
Well, Corruptions always assume two things:
1. The target actually has those boons to corrupt.
2. The Necro actually runs corruptions (which almost all do now) and invests in them.Before that wasn’t as big of an issue because boon spam wasn’t as bad and Necromancers needed to invest more to get any decent amount of corruptions. It also seems like more people ran Condition clears (especially group ones) so they just didn’t have such a big impact in most cases.
So I feel like the problem isn’t so much that their durations are too long or powerful (although, 3 stacks of Confusion for Retaliation is kinda painful for some), but that corruptions have become too accessible (just a bit too much) and at the same time, boons are way out of control. Most classes just spam a billion of them constantly.
I once saw this 20 seconds of weakness after a clutch escape… And the 10 sec cripple is pretty constant to be honest.
Remember when Necromancers didn’t have constant corruptions and when your Elementalist didn’t have permanent boons (although proper rotations allowed for high up-time on a lot of them by multiple re-applications) and could also cleanse many conditions every 10 seconds (how many Eles actually take Cleansing Water nowadays?) ?
Like I said, the problem is boon/corruption spam, not necessarily the condition’s duration.
Corruptions were supposed to be somewhat punishing because they were few and far in-between and Boons were more precious. Now you can have your 7 applications of Swiftness corrupted every time (see how both sides have reached absurd levels?).
Well, Corruptions always assume two things:
1. The target actually has those boons to corrupt.
2. The Necro actually runs corruptions (which almost all do now) and invests in them.
Before that wasn’t as big of an issue because boon spam wasn’t as bad and Necromancers needed to invest more to get any decent amount of corruptions. It also seems like more people ran Condition clears (especially group ones) so they just didn’t have such a big impact in most cases.
So I feel like the problem isn’t so much that their durations are too long or powerful (although, 3 stacks of Confusion for Retaliation is kinda painful for some), but that corruptions have become too accessible (just a bit too much) and at the same time, boons are way out of control. Most classes just spam a billion of them constantly.
So funny to see people desperately defending it…They fixed skills going through evade in the past and they fixed this one in time.
I see people pointing out how the mechanic actually works (that’s how pulsing effects work in PvE after all) and that there was still counter-play to it.
I play both. It’s a very bad match up. It comes down to watching for:
1. Glint heal. Don’t undo your work… Note: This should probably be made more obvious on the character.
2. If they are in staff and dash to you, you need to be ready to dodge, because it can nearly 1 shot you if it hits you directly. Do NOT use courage to CC break it as much as you might want to, it does no good. It will CC again the instant that it breaks one of the knock downs, and will interrupt the courage cast and you will have wasted the full cooldown on Courage and it will not activate the shield nor stability.
3. If they run shield, you can save F1 pull, as it is unblockable, to yank them out of Hibernation. This means you can keep them from healing and more importantly, stalking for cooldowns.
4. A good time to Courage is just after they use Sword 3. Keep moving and it will block a lot of the hits and if they aren’t paying attention they often launch a Precision Strike right into it, as it’s a common burst combo. Near the end of the evade you can start using True Shot so that it keeps facing them during their attacks, and if timed right, hits them as they come out. Alternatively, try using LB5 on you while they evade, with Courage up, so you have a strong set up on them.That’s a little bit to get you started.
This.
Also, while probably not something you’re gonna use often: using your Leap(s) will really mess up Precision Strike’s aim, so if you desperately need to escape that, that’s another option.
It also depends if they run Invocation or Retribution. The latter can provide perma-Stab (watch for Soothing Bastion though) and gives them Eye for an Eye (Taunt + Prot when CC’d) and the former lets them burst harder, but makes them weaker to CC, so watch if they get Stab-on-dodge or not.
Aside from that, make them bursts really hurt and punish however you can, but it’s not an easy fight.
Definitely your vision of this game, elite spec and this class is not mine.
I’ll let you keep suggesting what you want, more nerf to kill rev if you want, but don’t conclude that what you propose is “the entire community” vision, it’s not shared by everyone!
It’s literally the same vision Anet sold to us for HoT…
That’s intended.
That may very well be the case, but the skill doesn’t do what the description says, which is a bug in my book. Either the skill should be changed to match the description (which would probably make it OP) or the description should be changed to correctly reflect what the skill actually does.
I never really saw an issue with this. It says Critical-hit chance and necessitates Fury and doesn’t affect Precision in any way. I just saw it as implying that Fury is 2x as effective.
Please, you can’t be serious, there is almost nobody playing core classe except during leveling…
And that’s an issue…which is slowly being fixed.
Again, look at Chronomancer (and Druid).
PT failing is a bug issue and not related to balance. Healing skill is supposed.. to be healing skill whenever you like it or not. WHAO says hi.
So fix PT bug and we’ll see if any balance change is really needed.
Ok so if playing with wording : healing is supposed to only heal means elite is better than core.
It’s a bug with any teleport. This happened/happens with Thief Shortbow 5 too, except it’s not as costly to them. It’s not just a simple bug fix apparently.
Your second sentence literally makes 0 sense. There’s no way to correlate those two things.
Double stab on dodge is totally braindead and lowers the skill cap of this class dramatically. If you want stab, get Jalis, simple.
Stab with Jalis only… ok so jalis mandatory now… nice diversity…
Uh, no, it just means you either have to play smarter and manage your resources better (remember, we’re assuming we have better stun break distribution) or run Jalis as opposed to how it is now where you either run Ret + Herald (2 full trait lines) or you’re out of luck because Jalis Road sucks.
Perma Stab is also incredibly unhealthy for both the Revenant and the rest of the game.
CC can be used as a weakness to balance out powerful skills, but it wont matter if you can easily maintain Perma Stab.
And why elite must be stronger than core? Bc they called it elite? And what if it was called potato? Would you say that potato has to be stronger than core bc its called potato?
Absolutely!
If you can use only one potato at a time and it grants access to new weapons, new class icon, new class mecanic, etc. yeah abokittenely needs to be stronger than core !Besides, you’re not listening. I can understand you want core/elite to be balanced but it has to be done by improving/reworking core, not nerfing elite.
Actually, the whole point of Elite specs was to have an alternate playstyle. It would be stronger only, and only if you’re playing that specific style.
Once again, look at Chronomancer. It simply doesn’t have as much damage as Core Mesmer now, but it definitely has much more team support (something Mesmer heavily lacked).
Besides, all the elite specs have done is introduce an unhealthy amount of power creep to the game. To fix that, you need to NERF Elite specs; most of them offer too much of everything right now and have become mandatory. That’s not always enough though. Take Revenant and Guardian, for example. They both have Core Trait lines that simply don’t function well and need fixes, so to further solidify the playstyles, you want to fix up the old and the nerf the new.
Again, we want the elite specs to sacrifice something to gain something completely different. In this case, we want Glint/Herald to focus on Boon Support (if you notice, core Revenant has kitten-poor team support), but not be so strong that you absolutely need to run it. Core Revenant could/should be more viable when running solo or wanting more damage or something of that sort while Glint/Herald is taken when your team needs Boon Support.
The description for Roiling Mists, the Invocation grandmaster trait, effectively states that critical-hit chance has 100% increased effectiveness when you are under the effect of Fury. But instead of doubling your base crit chance, which is what I would reasonably assume this to mean, what that trait actually does is making Fury give a 40% crit chance increase instead of a 20% increase.
In short, Roiling Mists does not increase the effectiveness of critical hit chance by 100%, but the effectiveness of Fury.
That’s intended.
Any other classes play their elite because it’s stronger… Why rev should not ?
If you want core rev to be more viable just buff it. Why also nerfing Glint ?
Look at current Chronomancer. Not necessarily better for every build. That’s what all elite specs should be.
Not to be offensive, but if my friend finds the class either lacking or poorly designed, I believe him. He takes MMOs far more seriously than I do.
Your random metrics mean little. He played PvE a lot and the only good thing you can say about the PvE thief is auto attack damage.
Haven’t given any real reasons as to “why”, but ok.
Also, how are my metrics random?
https://www.reddit.com/r/Guildwars2/comments/44dli8/actual_dps_comparison_between_classesguard_ele/
Yea, mostly auto-attacks, but:
That’s still decent and definitely usable.
Could Thief get more support? Sure, but then it shouldn’t be doing so much damage and/or have so much mobility. At the very least they have high damage for the time being along with a lot of Evade frames.
Not everyone is 100% zerk oriented and cares only about damage. My friend found the old acrobatics better than the new one and daredevil combined. In his mind v the thief doesn’t really do anything that useful.
I didn’t say anyone only cared about damage, but… your friend can’t be serious.
Regardless, Thief has the highest mobility in the game which was used a LOT in Conquest before and made Thief into an Apex Predator. No other class, except Guardian, could realistically run glass stats because a Thief could just kill them over and over again and they wouldn’t stand a chance. The only reason that isn’t happening again is because we have more mobile bunkers (that includes Portal plays), more decap defense (i.e. Revenant), and more of a team fight focus where Thief doesn’t shine as much.
Over in PvE (and technically WvW), Thief has some of the highest DPS (surpassed by Ele by ~3k) in the game. At a whopping 27k DPS, I don’t think people will complain about having a Thief in their Raid group. Venomshare Thief also has pretty good DPS.
They don’t have a lot of support, but at least in PvE, the higher-than-average damage is fine and gives them some use. If you don’t want a pure damage role, then technically a “tank” Daredevil can work, but people will want you dealing a ton of damage anyway, regardless of class/build.
“Working as intended.”
Maybe it’ll get fixed on the next expansion :^)
Does that mean that EtD/Diabolic Inferno technically works for Assassin’s Annihilation?
Or did it work before?Yep, now you can trigger annihilation with them depending on the position of enemy. Tested on a golem. Its an indirect buff to my core condi rev.. so i wont complain. It also trigger lfie siphon from vul on foes.
What i observed however is that its trigger annihinator every 2nd pulse rather than per pulse tho..
Well that’s interesting. A nice little buff for EtD then.
It’s probably not triggering because its cooldown is ending at exactly the same tick as the Torment pulses or something like that.
Unfortunate, but oh well.
Does that mean that EtD/Diabolic Inferno technically works for Assassin’s Annihilation?
Or did it work before?
That’s all it’d take to make people at least a little happy. Small shaves on Chill/bristleback. Precision Strike to be reverted to a 3 people attack with increased damage (but less than all 3 hitting a single person right now), some minor Scrapper shaves.
That’s all it’d REALLY take to at least make people happier, nothing too crazy.
That would be a direct damage nerf in PvE for Revenants on most bosses :L
I just don’t get the change anyway. They moved a ton of sustained damage into burst and no one at Anet wondered if that would cause some problems? It’s a nice idea to make Revenants in Raids use more than Autos, but the execution wasn’t well-though out at all (especially not with how unreliable the Sword 2/3 are in certain places and situations).
Nerf damage to appease PvP crowd = Rev DPS suffers in PvE
Retain/Increase Rev DPS for PvE = PvP crowd suffers
(Recall that Rev Power DPS is actually ~5th best and Condi Rev is a joke in PvE)
Just give us split balancing.
Straight buffs and bug fixes. Dev note telling other classes to get gud.
We’re not Scrappers.
Lmfao.. Well i have my link ready to sum up balance notes today just in case.
If they add cd to anything, i mean anything or increase cd then im leaving rev for good and going to pick up scrapper/ranger. I am not going to bother with energy management on top of cd. I didnt picked this class to be limited by cd’s..
Expect cooldowns for Shiro and damage nerfs. Your list looks pretty accurate tbh.
I’m not gonna drop Rev, but I’m not playing too much Gw2 lately anyway. sPvP isn’t fun to me anymore, community is always angry, and well, as grindy as it is, I’m playing Warframe (and TF2) instead. Completely f2p, has guild halls that you can customize, build templates, dye-able weapons and armor, most warframes and weapons are viable for almost everything, etc. Game used to be pretty bad before, but they really cleaned it up.
So, how many expansions until Gw2 has all those features I listed?