I really don’t understand why people even play super bunker builds. They are boring. I’ve been running into a lot of chrono bunkers recently. They can’t kill anything, and are hard to kill. Not sure why that is fun to play, but to each their own i guess.
It’s not death match, you don’t have kill anyone to win.
Also complaining that support builds are boring because their job isn’t to kill people…
I see someone is forgetting IWAY Warrior/Rangers. There will always be a ‘meta’.
or Spike Eles…
or Spike Rangers…
or Spike Necros…
or…Problem isn’t fact that meta exists… but fact that it can only evolve with patches, since majority of utilities/weapons/traits aren’t good enough to give us solid counter comps to meta and reshape it without help of dev team.
We got static meta instead of dynamic and changing one, because of lack of balance.
Those teams never really made it far. The season my team went undefeated we just ran heavy physical pressure with a mesmer lol.
2 War
1 Paragon
1 Ranger
1 Mesmer
1 Necro/Ele (I think she switched it up randomly)
2 MonksThat was able to beat everything and anything
You comment pre Factions meta with post Nightfall meta, gj.
Nekro wells, Chrono wells, Ranger traps, nearly all Engi stuff, Ele glyph of storms is what comes to my mind. I don’t know if Revenant has any.
I’ve never seen anyone dying to Wells alone.
Ranger traps are hillarious compared to DH traps and can just be cleansed.
Which Engi stuff can down players in your opinion without your help? Even overnerfed turrets can’t.
Ele Glyphs are so stronk that nobody uses them…
Please, continue.
It’s a bit too strong in Stronghold… but I fail to see it useful anywhere else.
Imho fact that they often are invisible after trigger is enough to move some damage from them to LB… anyway they are utilities, show me utilities of any other class that can down people.
Every class has a pretty kitten good bunker option these days.
Thieves got the best one.
I agree, Druid is broken. Buff please.
I’ve same issue, sometimes traps aren’t visible after triggering…
Permanent resistance bunker revs
Wat?
Since launch, I met only 4 other Revenants aside from myself who weren’t Shiro/Glint. One of them was decent enough not to die within 5 seconds.
Cool story bro
I’ve played Ventari and it wasn’t tanky even with Minstrel ;P
I tried it with that amulet too.
Seemed like only support that wasn’t absolutely insane with it, but pug allies were still trying to actively avoid the tablet, so nvm.
Support has to be insane, otherwise you just pick another DPS/Bruiser =/
Permanent resistance bunker revs
Wat?
Since launch, I met only 4 other Revenants aside from myself who weren’t Shiro/Glint. One of them was decent enough not to die within 5 seconds.
Cool story bro
I’ve played Ventari and it wasn’t tanky even with Minstrel ;P
Do you think Carrion Terror is the current Necro meta build, or are you talking about some past time? I would be really surprised if that were the case.
I’ve been talking about past time (celestial meta), however I believe Carrion Chillomancer is new meta.
I see someone is forgetting IWAY Warrior/Rangers. There will always be a ‘meta’.
or Spike Eles…
or Spike Rangers…
or Spike Necros…
or…
Problem isn’t fact that meta exists… but fact that it can only evolve with patches, since majority of utilities/weapons/traits aren’t good enough to give us solid counter comps to meta and reshape it without help of dev team.
We got static meta instead of dynamic and changing one, because of lack of balance.
(edited by Morwath.9817)
And classes in both games have more than 1 truly viale build aside from the meta. It’s just that things become meta for a reason, and most people cba to use anything that’s not the easiest option.
Thats not true. You had much greater variety of builds in GW1.
Look at Necros for example, they have been used for different purposes, something that GW2 fails with and thats because as I’ve pointed few posts above is all because trait lanes and utilities are imbalanced.
Why would you play supportive Necro in GW2 when Blood and Death are so weak compared to Spite/Curses/Soul Reaping/Reaper (even here Curses is weak compared to other three) and lack of utilities supporting such game play even hurts more those trait lines.
Also fact that some skills have been bound to weapons and that it doesn’t allow you to pick Life Siphon without picking weapon you don’t want to use won’t help us with variety (e.g. Necro missing Support weapon)…
(edited by Morwath.9817)
In GW1 you had 30-40 viable builds per PvP gamemode, in GW2 it’s roughly the same. There are fewer meta builds because the party size is smaller so people must work from a more limited pool of possible team comps, but that’s it.
In GW2 you get usualy 1 truly viable build per profession once meta establishes*…
Also your example with Paragon is pretty bad, it was used often as secondary profession…
Cele Meta for example:
Engi : Cele Rifle
Ele: Cele Ele
Warrior: Cele Shoutbow
Necro: Carrion Terror
Guardian: Hammer/SF Zerker
Thief: S/D Zerker, D/P Zerker
Mesmer: Shatter Zerker
Ranger: nothing (!)
(edited by Morwath.9817)
Idk, maybe you’re to blame they leave – e.g. you double cap and so…
Meta can’t evolve since professions got so many broken traits/utilities and they are forced to use those playable… also majority of amulets got horrible combo of stats and amulet which could help to change meta is instantly removed as non-healthy…
Btw… people defending traps… but… seriously… if U-T-I-L-I-T-Y nearly passive skills can kill players then something is wrong. Combat should be based on weapon skills.
So… probably DH should get some damage moved from traps to longbow. Probably it should require traps equipped so they wouldn’t be dead utilities.
LB is already the highest damage ranged weapon in the game.
Mes GS deals more damage.
by adding 1050 condi 1050 heal 560 toughness 560 vitality you would basically bring the strongest condi support bunker into the game.
Would be nice to see Shoutbows back…
Btw… people defending traps… but… seriously… if U-T-I-L-I-T-Y nearly passive skills can kill players then something is wrong. Combat should be based on weapon skills.
So… probably DH should get some damage moved from traps to longbow. Probably it should require traps equipped so they wouldn’t be dead utilities.
Typical response, can’t contend with logic so you resort to petty attacks. you know the point of “forums” is to debate stuff right?
You want to debate with “shut up l2p”? Really?
Ah and that is the crutch of it ain’t it loki, When other classes lose to a thief it’s cause there OP. so you whine on the forum and get random power creep.
When a thief loses it’s clearly a L2p issue.
Thanks for the nice example of biased.
Just ignore him, hes a troll.
You cant just “shave” an amulet, if you have noticed all but cele have the same amount of points invested in varying areas.
Yes, you can. If current stat system ratio on amulets doesn’t let you to make “balanced” amulet with certain stats, it means you have to break that system to create “balanced” amulet with those stats.
Sidenote:
What you said isn’t true.
3 stat amulets have : 3000 stats
4 stat amulets have : 3220 stats
(edited by Morwath.9817)
shave 250 toughness off minstrel and add it as precision.
That ruins the point you don’t see zerker amulet with toughness…remove the boon duration and bring it back.
the boon duration is already there to cut vitality…
otherwise the amulet would be full nomads.
Also boon duration wasn’t working, so it wasn’t removed because of it. Maybe they should just upgrade both Cleric and Settler Amulets to 4 pieces, like:
1050 Power / Condi
1050 Healing Power
560 Toughness
560 Vitality
and reintroduce Minstrel with 10-20% shave:
945 / 840 Toughness
945 / 840 Healing Power
504 / 448 Vitality
504 / 448 Concentration
(edited by Morwath.9817)
What about Minstrel with slightly (20%?) reduced stats?
Who said all 3/4 stat Amulets need to have same amount of stats….
Same.
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And how is Terror doing right now…? Much effectiveness right?
You know why Terror isn’t performing right? There are actualy two reasons:
-> They messed trait lines and it’s just not worth to get all Terror (Fear) supporting traits without completly giving up on things that make Necro playable.
-> Power creep everywhere (it’s not competitive anymore, e.g. Chill is 10x better).
seems like you never got to know old dhuumfire when it was released in 2013. it was the most broken thing back then. funny thing is, chill damage is stronger than old dhuumfire.
Playing since release… but yeah, chill is stronger, so it will be fixed sooner or later, same as DH traps.
@Morwath
Fortunately, I doubt Arena net after the BB is doing to be stupid enough to follow any of you guys terrible balance suggestions while burning is still around.
Not sure if you’re serious. Aren’t you talking about guys who nearly nullifed all weaknesses of profession by just making one superior trait line that is required to stay competitive?
I doubt it too, mostly because how horrible balancing is going on lately (Blind on Druid overperforming? 400% nerf!).
(edited by Morwath.9817)
have you never heard of dhuumice? it’s dhuumfire’s big brother. after the dhuumfire nerf it waited for the right time to enter the stage, now that the 10s chill duration skills are here everything’s perfect.
Dhumfire is fine (it requires melee autos in DS to hit).
While Chill doesn’t, you can apply it with anything. Some people will say “chill doesn’t help in keeping people in melee”, even if so, 9/10 ChillReapers play without GS… and 10s of Chill is between 7-10k of damage.
Edit:
I think they should remove Chill DoT trait completly, move Dhum in it’s place (it’s good only for Reaper anyway) and give new GM trait for SoulReaping.
(edited by Morwath.9817)
would be fair if other classes would have acces to chill does damage too.
wow, unbelievably good logic here. hey why don’t we also give necros invulns, cause that would only be fair. but Then we could give death shroud to thieves cause reasons and then…
Youre confusing unique game mechanics to a condition….
It’s unique game mechanic basicaly, same as traitable damage on Fear. However damage ticks on Chill are like a bad joke, they hit as hard as Terror, while Chill last for eternity.
Thieves are balanced
Only if everything else isn’t.
Don’t worry, Anet just tracks which Amulets those specs use, so they could just remove Amulets used instead of balancing.
There is clearly a bit too much CC after HoT release, especially when some classes got very limited access to stability, also the fact that stability itself got heavy nerfed doesn’t help.
I always hated hard CC, because it reduces skill factor.
I believe that traps will be nerfed sooner or later. While you can easily dodge them in 1v1, they are simply too stronk in group fights, where you can’t track everything happening around you.
Also they are completly broken in Stronghold and make killing/defending Lord way too easy for DH.
Tempest and ele in general are such in a bad spot. Tempest is the most lackluster and disappointing elite spec, it’s worse than what I imagined the worse could be. It was completely rushed out half-finished and makes me wonder why I bought this xpac in the first place.
As for the ele in general being the squishiest class with the power creep of all the other class anything else than bunker/celestial and you’re basically just a 1-shot kill.
And we get a new balance patch, with zero improvements to tempest or the elementalist, seriously Anet it’s about time you hire a real full-time balance team.
Ele has same issue as Guard or Thief. They need higher health pool.
Thanks you very much.
Spirits could use some love too, so Druids could sacrifice some self survi for more team support ;-)
realy 1500 dmg ? you call that OP ?
eles that can tank 3 players while spamming you for 3k dmg left and right nonstop with bilions of aoes i call that OP.
I’d call that OP, since it ticks every second.
I think I have solution [some sort of at least] for smokescale….
lets make it two pets within same family instead but one would have that assault thing as F2 and something instead smoke field for “spammy” abilities and the other one would be f2 to deploy smoke field….both sides have it their way….
Probably the best solution.
I would rather see 10s Weakness every 10s instead of Blind triggering randomly on anything that has “long” CD.
However, we already have Weakness on Axe with such duration/CD.
OP, you can use Axe and just auto attack and blind.
Dear complaining guys, you got blind spam combined with Axe.
Dear Devs, thanks you very much.
I love how the title of this is “I’m never one to complain”
and then the first post is a complaint.
DH is balanced. a trap is a trap because it is a trap. You just need to learn to dodge untelegraphed attacks.
Like mesmer stealthbombs.
or backstabs.
;)
I doubt in any changes, but here you go – you got my vote, my axe and a candy.
Things can’t be idiots.
Not allowing stacking professions has as much sense as not allowing stacking certain heroes in MOBAs…
This is pointless…
I know, no love for Rangers.
Its just like beta or alpha… thats why I’ve asked like half year ago (or more?) about test server where community could test incoming PvP changes and devs could gather data for better quality of released content on live servers…
Just imagine mixed SoloQ and TeamQ in LoL…
Weapon changes:
————————————————————————————-
Sword
- Slash (1st attack in chain) now applies Might (8s).
- Pounce (3rd attack in chain) has now extended Might duration from 6 to 8s.
This way Rangers could stack Might like other classes while playing their hybrid builds.
————————————————————————————-
Longbow
- Barrage got replaced by “Arrow in the Knee”, which deals 403 (1.2) damage to standing targets or to moving targets 806 (2.4) and applies Cripple (3s). “Arrow in the Knee” has 1s casting time and 24s CD.
Longbow is single target weapon, Barrage wasn’t consistent with other skills, damage to moving target matched Backstab from behind.
————————————————————————————-
Short Bow
- Short Bow got its range increased from 900 to 1200.
- Crossfire now always applies Bleeding.
- Quick Shot got its CD reduced from 9s to 7s.
- Crippling Shot got its CD reduced from 12s to 9s.
- Concussion Shot got its CD reduced from 25s to 10s. Instead of applying Stun it deals extra damage and has its CD reduced by half if it has interrupted a foe.
Short Bow was supposed to be supportive weapon used for disturbing enemy, for that purpose it required to have lower CDs on crowd control abilities.
————————————————————————————-
Axe
- Whirling Defense now blocks all attacks instead of reflecting projectiles, but has its duration reduced from 5s to 3s.
Offhand Axe was never used, because it was barely useful, thats why we decided to buff Whirling Defense.
————————————————————————————-
Warhorn
- Hunter’s Call got its effect replaced. Instead of damaging foes, it’s stripping up to two Boons from all enemies and curing two Conditions from all allies in range.
Warhorn is supposed to be supportive offhand weapon. Hunter’s Call wasn’t fiting that purpose.
————————————————————————————-
Utility changes
————————————————————————————-
Shouts
- “Guard!” has been reworked and now causes Pet to Taunt all enemies within its range (360) for 3 seconds and applies 6 seconds of Protection to all allies in range.
We decided to change “Guard!” so it could be defensive ability.
- “Protect me!” has been reworked and renamed to ""Coward!". “Coward!” knockdown targeted enemy within range if hes moving, has 60s CD.
We decided to rework “Protect me!” so it wouldn’t double Signet of Stone..
- “Search and Rescue!” now also heals all non-downed allies within its range for moderate amount (as much as Invigorating Bond).
We decided to buff “Search and Rescue!” so Ranger could heal allies during battle or decide to keep it as revive ability, this way Ranger has more options during Team Fights
————————————————————————————-
Spirits
————————————————————————————-
- Now trigger their activated effect if they are killed.
- Water Spirit has been reworked. Now causes AoE healing [Healing: 2,520] after cast, triggers regeneration every 3 seconds [Regeneration (3s): 390 health] and has it’s activated ability makes Combo Field: Water and causes 3 seconds of Regeneration [Regeneration (3s): 780 health]. All numbers have been taken from Healing Turret.
- Nature Vengeance trait now increases Spirits health by 300% instead of 100% and Boons duration has been increased so its duration would be persistent for allies fightning in Spirits range.
Spirits were dying too easily to AoE and cleaves, also their buffs wasn’t good enough to force enemies to get rid of them or just disengage.
————————————————————————————-
Traps
————————————————————————————-
- Viper’s Nest now also causes 2s of Weakness with each pulse.
————————————————————————————-
Signets
————————————————————————————-
- Signet of the Wild got its damage bonus remove, however now its Stun Breaker ability with no casting time.
(edited by Morwath.9817)
A guardian will almost always die against conditions (engi) unless she has the right support from 1 other player or more, since bunk guards tend to do their best in groups depending on the build.
I used to play bunk religiously and could defend against 3 players depending on their class and build, but I could hold them long enough for backup. I never had problems with zerks especially stun locks it may be a L2P issue which doesn’t make you a bad player but possibly you need to pay more attention to your skills and time management of them- stick to another player if going alone is your issue there is no shame in that – you can hold a point better and keep that player alive longer to support point gain.
So, you’re saying that Guardians playing regulary during ESLs got L2P issues with sustaining themselves? Are you serious?
The burst heals helps you build CA which helps you heal and aoe daze even more.
You guys are complaining that you get insta downed as a bunker. You’re telling me you can’t insta down a summon the same way?
And what prevents me from Taunting enemy for SoN and using SoN to revive?
What prevents me from having Beastly Warden and AoE heals on F2?
Think outside of a your little box, please.
But enough of this Druid offtop, you can agree or disagree that Druid can be better at supporting allies. It doesn’t change fact that Bunker Guardian has HP issues.