Showing Posts For Nova Stiker.8396:

Unranked is sinfully boring

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Posted by: Nova Stiker.8396

Nova Stiker.8396

Who the heck takes unranked seriously? Guys, it’s just hotjoin except you cannot swap teams.

Honestly ArenaNet, just rename it to Random Arenas and you keep playing with the team you’re given till you lose.

Where would we like to see the balance go?

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Posted by: Nova Stiker.8396

Nova Stiker.8396

Balance needs to go away from ArenaNet

Seriously, they are just awful. Like… I’d love to meet their reasons for this absolutely stupid balance.

(edited by Nova Stiker.8396)

So if we had more Balance Patches

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Posted by: Nova Stiker.8396

Nova Stiker.8396

what about balance in League of Legends? Idk since i don’t play that game but is it terrible than gw2?

Oh, it’s significantly better. Although they have made some stupid decisions, decisions they even publicly regret (AKA Rengar)

So if we had more Balance Patches

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Posted by: Nova Stiker.8396

Nova Stiker.8396

Yes, the game would be better if ArenaNet goes in and improves on a lot of combat design and mechanics. But they can’t even get combat balance right, let alone ‘improve’ combat.

No company can get balance right if the core balance mechanics are not balance-friendly in the first place. That’s why Anet has been walking in circles for so many balance patches.

How do you “balance” so much condition/ evasion/ on-cd-skill-use/ passive proccing/ AI spam in this game? How can you make bland and uninteractive skillsets strong without ruining pvp? If you buff them, they’ll become cheese because of their design flaws. if you don’t, they will be underpowered instead and no one will pick them.

You can easily bring balance to an action combat game like Guild Wars 2, ArenaNet has been walking in circles because they are terrible at balance, the balance team is just bad at their jobs. Nothing more to it.

Heck, if I make only 10 max changes for each class, that alone will make PvP, PvE and WvW infinitely better and even more fun.

So if we had more Balance Patches

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Posted by: Nova Stiker.8396

Nova Stiker.8396

^^ what that guy said

You can clearly see the difference in balancing philosophy between Anet and Riot. Riot fixes core problems underlying a champion’s ability system. ANet does number tweaking.

Don’t confuse quality change by how much change was actually done.

Besides, Riot is not the epitome of good balance developers. Juggernaut update was broken on the PBE, despite everyone spouting how broken it was; it still made it to the live servers for god who knows.

In fact, a lot of problems with this current meta can be fixed with number tweaking.

  • Change Reaper Shroud cooldowns to match Death Shroud.
  • Reduce the defense from Adaptive Armor and healing from Rapid Regeneration.
  • Give all Dragonhunter Traps casting time, increase the cooldowns of Dragonhunter Virtues to match Guardian Virtues.
  • Increase the cooldowns of Bandits Defense and Distracting Daggers, give Impacting Disruption a cooldown.
  • Etc.

Yes, the game would be better if ArenaNet goes in and improves on a lot of combat design and mechanics. But they can’t even get combat balance right, let alone ‘improve’ combat.

(edited by Nova Stiker.8396)

So if we had more Balance Patches

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Posted by: Nova Stiker.8396

Nova Stiker.8396

PvP will still suck. This is ArenaNet guys, at this point the balance team needs a balance team. I’m certain at this point many of us can create a more diverse, complex and fun combat balance than ArenaNet at this point.

More garbage balance patches will still create more trash.

But hey, we got EEEEEEESSSSPUUURTZ

(edited by Nova Stiker.8396)

Condi Reaper dmg pressure is absurdly OP

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Posted by: Nova Stiker.8396

Nova Stiker.8396

The Reaper build I play takes maybe one or two seconds to ramp up, then pound out a healthy hard to cleanse (near impossible) 8-10k condition damage per second. My condi engi can’t match that in its dream.

Can you show me a build and the (2 second) skill rotation of that build? Statements like these are very enlightening.

Indeed. Especially since 10k DPS damage in PvE requires serious ramp up time and investment. In full Ascended Vipers gear, I think I’ve maxed at around 7k DPS (total, not just condition). Granted, I wasn’t in a raid setting with the support that usually brings, and I’m only counting per-target, but that should be significantly higher than what can be accomplished in PvP, especially against opponents that actually try to defend themselves..

Correct me if I’m wrong but doesn’t PvE necro don’t use reaper? My guildmate can hit 27k bleeds, not including poison or torment. One raid we had 2 condi necros, together they achieved the ! amount of bleeding.

Puts that 1,500 cap to shame when 1 necro can go over 100 stacks of bleeding in PvE.
Dat power creep.

How?

Epidemic bouncing (Epidemic boss, then Epidemic the mob) and mass Jagged Horrors being kept alive via healers.

Nothing you will realistically see outside of a raid.

The bosses hit like nothing, can be aggroed by a number, only have gimmicky attacks to avoid plus they are slow and the mobs are no threats what-so-ever.

You can have 20+ jagged horrors running around, each hitting 8 seconds of bleeding. They attack nearly every second on slow targets. The minions alone can easily reach 100 stacks of bleeding.

It’s a raid thing because ArenaNet cannot design raid bosses. They are 99% gimmick attacks, 1% real enemies.

(edited by Nova Stiker.8396)

Condi Reaper dmg pressure is absurdly OP

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Posted by: Nova Stiker.8396

Nova Stiker.8396

The Reaper build I play takes maybe one or two seconds to ramp up, then pound out a healthy hard to cleanse (near impossible) 8-10k condition damage per second. My condi engi can’t match that in its dream.

Can you show me a build and the (2 second) skill rotation of that build? Statements like these are very enlightening.

Indeed. Especially since 10k DPS damage in PvE requires serious ramp up time and investment. In full Ascended Vipers gear, I think I’ve maxed at around 7k DPS (total, not just condition). Granted, I wasn’t in a raid setting with the support that usually brings, and I’m only counting per-target, but that should be significantly higher than what can be accomplished in PvP, especially against opponents that actually try to defend themselves..

Correct me if I’m wrong but doesn’t PvE necro don’t use reaper? My guildmate can hit 27k bleeds, not including poison or torment. One raid we had 2 condi necros, together they achieved the ! amount of bleeding.

Puts that 1,500 cap to shame when 1 necro can go over 100 stacks of bleeding in PvE.
Dat power creep.

(edited by Nova Stiker.8396)

Balance - There is none

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Posted by: Nova Stiker.8396

Nova Stiker.8396

ArenaNet is just bad at balance, they always has been. Either there has been a handful of dominating classes or dominating roles.

A lot of it contributes to poor weapon design. So many weapons and concepts are just dragged through the years from beta. Necro-staff is just boring, it’s so mindless and boring. So many weapons need reworked from their beta design.

The fun factor is missing. The risk and reward, the skilled timing or combat strategy. Now you can just go through you damage rotations mindlessly not be punished for it thanks to super low cooldowns or easy to hit skills.


Just look at raids now, it’s NORMAL to have a perma 25 stacks of might, perma fury, perma protection, perma regeneration. What the actual Fissure of Woe ArenaNet, why are you making it so easy to buff my team?


The answer to problem is very clear, they made combat is too easy.
That’s all there is to it, the worst part is, they are doing nothing to solve the problems and refuse help from everyone. Ultimately it is pointless to make suggestions on the forums, they will be completely ignored regardless of how many people agree.

(edited by Nova Stiker.8396)

January 26th Update: Your feedback

in Guild Wars 2 Discussion

Posted by: Nova Stiker.8396

Nova Stiker.8396

My personal choice in buffs/nerfs.

Necros:

  • Increase the cooldown of shroud to 15 seconds.
  • Signet of Spite: Activation changed to – Instantly recharge all your shroud skills.
  • Necrotic Traversal – Activation changed to: Teleport the minion to your location, poisoning and immobilizing adjacent foes.
  • Haunt – Activation changed to: Command your minion to teleport to you, blind adjacent foes and turn you invisible for 2 seconds.
  • Mark of Blood cooldown increased to 6 seconds, removed the regeneration.
  • Chilblains cooldown increased to 20 seconds.
  • Putrid Mark cooldown increased to 30 seconds.
  • Reaper’s Mark cooldown increased to 40 seconds.
  • Necrotic Grasp now poisons with each attack.
  • Putrid Curse removed poison.
  • Grasping Dead cripple reduced to 2 seconds, recharge reduced to 6 seconds.
  • Feast of Corruption applies bleeding instead of torment.
  • Unholy Feast, removed: cripple, condition corruption and retaliation. Recharge increased to 15 seconds, now single target, range increased by 900. Scaling with power increased to 2.5
  • Necrotic Slash damage reduced by 50%, now deals additional damage scaling with healing power. Also steals a small amount of health.
  • Necrotic Stab damage is reduced by 50%, now deals additional damage scaling with healing power. Also steals a small amount of health. Removed life force gain.
  • Necrotic Bite damage is reduced by 50%, now deals additional damage scaling with healing power. Also steals a small amount of health.
  • Dark Pact no longer converts boons to conditions, damage reduced by 100%, when cast the player links to target foe, after 3 seconds the player is teleported to the foe and steals health.

Reapers:

  • Increase the cooldowns of Reaper shroud skills to match death shroud skills.
  • “Your Soul Is Mine!” removed: Gaining life force for each foe struck. Added: Now Teleports you to target enemy. (900 range)
  • Infusing Terror applies Resistance instead of Stability. A big nerf to Reapers sustainability to CC but still blocks slows, fears and taunts.

Traits:

  • Cold Shoulder: Functionality changed to – Activating Reaper Shroud teleports you to your target and chills them for a second. (900 range)
  • Deathly Chill: Functionality changed to: Chilled foes adjacent to you take damage (130 radius), whenever you chill a foe, reduce the cooldown of shroud skills by 1 second. (1 second cooldown)
  • Spiteful Renewal: Functionality changed to, Gain 15 expertise and concentration for each stack of might on you.
  • Reaper’s Onslaught: Functionality changed to: Killing a foe while in a shroud fully fills your life force and grants you quickness for 5 seconds (15 second cooldown). Plus, exiting your shroud grants you and nearby allies quickness for 3 seconds.
  • Signets of Suffering still reduces cooldowns for signets, functionality changed to: Activating a signet also reduces cooldown for your weapon skills by 1 second for each unique condition on target foe.
  • Spiteful Spirit, functionality changed to: Turn invisible when you enter a shroud. (2 seconds) while in shroud you also gain 200 ferocity.
  • Close to Death, functionality changed to: Entering a shroud you also cast Blood is Power.

Screw it, I’d be here all day with my suggestions.

(edited by Nova Stiker.8396)

January 26th Update: Your feedback

in Guild Wars 2 Discussion

Posted by: Nova Stiker.8396

Nova Stiker.8396

  • Nerf most cooldowns to make it more fun.
    Seriously, because everything has such low cooldowns it is removing the risk/reward factor. I don’t feel rewarded when landing my skills and I don’t feel punished for missing them.
  • Make a dark aura
    Have it siphons health from adjacent enemies. Allows more mechanics.
  • Drastically reduce the dumb amount of high utility skills/traits that grant high utility.
    Necro should 2 can apply 7 different conditions or 1 condition depending on what is traited.
  • Remove unnecessary damage.
    Tides of Time does not need to deal damage. Shouts like Feel the Burn does not need to hit with physical damage and so on.

This game is already dead

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Posted by: Nova Stiker.8396

Nova Stiker.8396

In my opinion, until the following is done… the whole Esports thing is just a pipe dream.

1) 100% Separation of PvE from PvP when it comes to Skills and Traits.

I heavily disagree, you can balance the game with all modes in mind. Too bad ArenaNet is absolutely awful at balancing and their decisions are laughable. Just look at the latest ‘balance’, what PvEer would ever bring any boon removal or boon corruption? It was a buff purely for PvP. It just shows how hopeless PvP future will forever be.

Also, Raids is a giant DPS check. It’s clear the developers don’t play many games as they have no clue how to design difficulty.

First priority is removing the power creep, there is absolutely no reason for so many powerful skills having stupidly low cooldowns.

(edited by Nova Stiker.8396)

Do you guys agree? The most balanced era was.

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Posted by: Nova Stiker.8396

Nova Stiker.8396

For me, spring / early summer of 2013 before the Dhuumfire patch was the most enjoyable period in terms of PvP balance. The sad part is that there was so much unexplored stuff that we never got to discover thanks to the madness that hit on June 25th.

I see the Dhuumfire patch as a watershed of sorts, after which ANet fully succumbed to the insanity of “buffing things to parity” and powercreep got completely out of control. RIP sanity.

The second-most enjoyable balance was around the Boston WTS. It was nowhere near as enjoyable, but it was playable.

Eh, Necromancers then were on the same level of todays warriors, they were pretty underpowered. It was fun but for necro mains it was rough.

Then Dhuumfire came in and screwed everyone.

As a first time PvP player...

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Posted by: Nova Stiker.8396

Nova Stiker.8396

Don’t PvP, it’s a power creeped, unbalanced crap hole. ArenaNet ‘balance’ patch was hilariously awful, it’s something you’d post on April Fools as a joke.

Also, gear does not matter.

Do you guys agree? The most balanced era was.

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Posted by: Nova Stiker.8396

Nova Stiker.8396

For me, it was 2015 after cele ele nerf and before June update.
Most balance and entertaining meta. The only aids spec back then was shoutbow warrior.
But even shoutbow warrior back then was way better than today’s aids.

That meta was good, it wasn’t great but it was at least good.

Now the meta is power creep cancer.

(edited by Nova Stiker.8396)

Balance patch is a failure

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Posted by: Nova Stiker.8396

Nova Stiker.8396

We still need a bit more time. I am happy that the no-skill builds like bunker mesmer are gone, but still need to see how more matches play out.

This goes beyond classes being fair, the fun factor is involved with so many powerful abilities with such low cooldowns both offensively and defensively. With bunkers gone it is even more painfully obvious.

Balance patch is a failure

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Posted by: Nova Stiker.8396

Nova Stiker.8396

Give it up guys, ArenaNet has no idea what they are doing. Power creeping to the point PvP isn’t fun, we were all hoping for a more risk/reward, more skillful timing and more combat strategy focus but it is still the same ol’ mindless spam-fest.

Welp, PvE is still somewhat enjoyable.

PvP is... Even more boring.

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Posted by: Nova Stiker.8396

Nova Stiker.8396

it s first day ,if you don t like it maybe you should take a break.

I had expectations, not sure why.

PvP is... Even more boring.

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Posted by: Nova Stiker.8396

Nova Stiker.8396

Well that’s anet wishes, i guess they start listening more to the community then doing them self’s, and again another meta, wich sucks.

Guild Wars 2 feels like League of Legends Urf mode, it was a big April fools joke. Which what Guild Wars 2 PvP has been for a long time now, a big joke.

PvP is... Even more boring.

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Posted by: Nova Stiker.8396

Nova Stiker.8396

Does anyone feel like PvPing anymore? The power creep has utterly killed the fun in PvP for me.

I feel like nothing I do feels rewarded, any mistake I make doesn’t really matter. Telegraphing skills and choosing which ones to be hit by is completely pointless now as they can apply 1 condition or 7 depending on what the player is using. There is so much CC spam it feels like using skills is just a matter of luck.

PvP has absolutely no player involvement anymore.

I was already getting the feeling of boredom before the update as bunkering can be pretty mindless but now I can’t even play for 30 minutes without wanting to do something else. Everything is just a big spam-fest.


There is no excuse for the sheer amount of power creeping other than the balance team having no clue that big numbers does not equal big fun.

(edited by Nova Stiker.8396)

Balance Patch 26th January - This is it?

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Posted by: Nova Stiker.8396

Nova Stiker.8396

The ele sceptre ‘fixes’ did nothing, as usual. Oh and they listening to absolutely ZERO feedback from the players.

Actually, a couple things I said made it in.

Too bad they didn’t listen to all of it.

All Hail Necro Overlords

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Posted by: Nova Stiker.8396

Nova Stiker.8396

Someone at ArenaNet REALLY needs to get fired.

Bristleback dmg output

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Posted by: Nova Stiker.8396

Nova Stiker.8396

I’ve seen 16khp players insta die to Glyph of the Tides -> Ancient Seeds proc, -> F2. Losing to Cele Druid in 4 seconds. Really, Bristleback has too much burst potential, everyone thinks this, but few are able to really hit that home with any consistency.

Both conquest and stronghold have enough obstacles to dodge behind. Yes, I know… its a pain… but when I engage a druid I always have either reflect on ready and up as soon as he switches to bristleback.
Or, when playing a build without reflect, I position myself in a way that makes it easy for me to duck behind a corner/wall/fence/tree/rock/outcropping/whatever.

Bristlebacks do NOT resposition themselves for a clear line of sight to target. Its their biggest weakness.

But of course, most of the time Im still using them as a druid, because the amount of players that duck/reflect the attack is so small…. thanks to anet’s “pvp for casuals” policy.

Im all for letting bristleback stay as it is. Its a wonderful training excercise for new/bad players that gets immediatly punished when failing.

But of course, thats also why anet will change the attack, dumb it down even more so bad players stop complaining and can win without learning a thing. Tunnelvisiont ftw.

/edit:
Btw? Bristleback is pretty much useless after his F2 and can be ignored then. Its dmg is significantly lower if F2 isnt activated immediatly after swapping pets. Getting the picture now?
Really, reading this thread is like watching 70% of all pvp players tunnelvision their way to close, just to die there because they didnt look on minimap and realize… oh kitten, theres 3 enemies on close, Im gonna be all alone there. No, they run there nonetheless with “killkillkillkillkill” faces. I think I said it before but…. tunnelvision ftw.

No player should abandon a point just to avoid a pet minigun. If anything I’d rather players die keeping a point than try to outbunker a druid while being decapped for 2 minutes.

And Bristleback is useless after F2? How? I always press F4 immediately after.

By that logic no player should abandon the point due to necro/mesmer wells or dh traps either. Just die on point.

You fail to understand 1 pet skill trade =/= 3-4 utilities trade.

I perfectly understand that you want pets to be a bunch of pixels able to be ignored.

I perfectly understand you want your pet to do all your damage for you.

Bristleback dmg output

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Posted by: Nova Stiker.8396

Nova Stiker.8396

I’ve seen 16khp players insta die to Glyph of the Tides -> Ancient Seeds proc, -> F2. Losing to Cele Druid in 4 seconds. Really, Bristleback has too much burst potential, everyone thinks this, but few are able to really hit that home with any consistency.

Both conquest and stronghold have enough obstacles to dodge behind. Yes, I know… its a pain… but when I engage a druid I always have either reflect on ready and up as soon as he switches to bristleback.
Or, when playing a build without reflect, I position myself in a way that makes it easy for me to duck behind a corner/wall/fence/tree/rock/outcropping/whatever.

Bristlebacks do NOT resposition themselves for a clear line of sight to target. Its their biggest weakness.

But of course, most of the time Im still using them as a druid, because the amount of players that duck/reflect the attack is so small…. thanks to anet’s “pvp for casuals” policy.

Im all for letting bristleback stay as it is. Its a wonderful training excercise for new/bad players that gets immediatly punished when failing.

But of course, thats also why anet will change the attack, dumb it down even more so bad players stop complaining and can win without learning a thing. Tunnelvisiont ftw.

/edit:
Btw? Bristleback is pretty much useless after his F2 and can be ignored then. Its dmg is significantly lower if F2 isnt activated immediatly after swapping pets. Getting the picture now?
Really, reading this thread is like watching 70% of all pvp players tunnelvision their way to close, just to die there because they didnt look on minimap and realize… oh kitten, theres 3 enemies on close, Im gonna be all alone there. No, they run there nonetheless with “killkillkillkillkill” faces. I think I said it before but…. tunnelvision ftw.

No player should abandon a point just to avoid a pet minigun. If anything I’d rather players die keeping a point than try to outbunker a druid while being decapped for 2 minutes.

And Bristleback is useless after F2? How? I always press F4 immediately after.

By that logic no player should abandon the point due to necro/mesmer wells or dh traps either. Just die on point.

You fail to understand 1 pet skill trade =/= 3-4 utilities trade.

Bristleback dmg output

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Posted by: Nova Stiker.8396

Nova Stiker.8396

No player should abandon a point just to avoid a pet minigun. If anything I’d rather players die keeping a point than try to outbunker a druid while being decapped for 2 minutes.

And Bristleback is useless after F2? How? I always press F4 immediately after.

So dodge, interrupt the pet, block projectiles, LoS and you don’t have to leave the point.
And unless you somehow either only have 15 seconds of fighting or cheat to give pet swap no CD, you are going to have to have Bristle up outside of its F2 (your mathematicly incorrect)

Oh it’s so easy! Blow all my defensive resources for a single pet attack!
-.-
Your advice is absolute garbage.

Bristleback dmg output

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Posted by: Nova Stiker.8396

Nova Stiker.8396

I’ve seen 16khp players insta die to Glyph of the Tides -> Ancient Seeds proc, -> F2. Losing to Cele Druid in 4 seconds. Really, Bristleback has too much burst potential, everyone thinks this, but few are able to really hit that home with any consistency.

Both conquest and stronghold have enough obstacles to dodge behind. Yes, I know… its a pain… but when I engage a druid I always have either reflect on ready and up as soon as he switches to bristleback.
Or, when playing a build without reflect, I position myself in a way that makes it easy for me to duck behind a corner/wall/fence/tree/rock/outcropping/whatever.

Bristlebacks do NOT resposition themselves for a clear line of sight to target. Its their biggest weakness.

But of course, most of the time Im still using them as a druid, because the amount of players that duck/reflect the attack is so small…. thanks to anet’s “pvp for casuals” policy.

Im all for letting bristleback stay as it is. Its a wonderful training excercise for new/bad players that gets immediatly punished when failing.

But of course, thats also why anet will change the attack, dumb it down even more so bad players stop complaining and can win without learning a thing. Tunnelvisiont ftw.

/edit:
Btw? Bristleback is pretty much useless after his F2 and can be ignored then. Its dmg is significantly lower if F2 isnt activated immediatly after swapping pets. Getting the picture now?
Really, reading this thread is like watching 70% of all pvp players tunnelvision their way to close, just to die there because they didnt look on minimap and realize… oh kitten, theres 3 enemies on close, Im gonna be all alone there. No, they run there nonetheless with “killkillkillkillkill” faces. I think I said it before but…. tunnelvision ftw.

No player should abandon a point just to avoid a pet minigun. If anything I’d rather players die keeping a point than try to outbunker a druid while being decapped for 2 minutes.

And Bristleback is useless after F2? How? I always press F4 immediately after.

Can somebody explain this stupid decision?

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Posted by: Nova Stiker.8396

Nova Stiker.8396

Originally Necromancers only entered death shroud when they hit 0 health, you weren’t able to toggle it on/off.


Necromancers needed a QoL update since release. I’d personally fix death shroud to have it share with the life bar instead a shield, turning the red orb into a dark green one and combining the total amount. The life force bar will change red to hold your actual remaining health amount. Being a 1/1 health trade, taking 2,000 damage means the you take 1,000 damage of health and 1,000 death shroud damage.

Next, give Necromancers the ability to use utilities through death shroud and even recover base health. The negative draw back is healing is also shared with your death shroud form, while it slightly lengths your shroud you’ll only receive the half healing to your main health bar.

For example, you got a 16k death shroud and 4k health left, if you take a total of 8k damage, you will go down, regardless of the extra 20k HP. That being said, if you use your heal and recover 8k health, your main health will recover 4k of the amount, life force is increased by 4k and now you need to take 16k total damage to be taken down.

To keep the recovery more of a constant flow, I would change losing 4% life force per second to 1% every 0.2 seconds, or 5% every second. The reason for the nerf is to make life force gaining more constant.

Make gaining life force more constant, every weapon skill contributes 1 or 2% per hit.

Finally, increase the recharge for death shroud to 15 seconds so when you leave it early you need to make it count.

I don’t think ArenaNet fully understands that a health shield is exactly that, a shield. Plus because it’s so big they must gut the necromancer in so many areas as it’s a giant “OH CRAP” button. I can understand what they were going for, but the issue with having a sustain class is their huge weakness to meta shifts. Because Guild Wars 2 doesn’t have a rock-paper-scissor balance one meta role will always be strongly dominate, necromancers doesn’t always get too strong or too weak, it’s the meta that favors life force or doesn’t favor life force.

Oh, and change the abilities of death shroud based on the weapon wielded but eh, that is for another topic.


tl;dr death shroud is a big 20k health shield, it will ALWAYS be a problem. It’s just a crunch, it helps them get around but the dude is still hurting.

(edited by Nova Stiker.8396)

Can somebody explain this stupid decision?

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Posted by: Nova Stiker.8396

Nova Stiker.8396

Why other classes starts pvp games at 100% of their power, but necromancer starts with 0 life force?

Because ArenaNet wants necros to suffer heavily in glassy metas.

But really, it was a good idea in 2012, now we got power creep up the kitten .

2 Last Hopes for MMO to be successful espurt

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Posted by: Nova Stiker.8396

Nova Stiker.8396

Guild Wars 2 has great potential to be an Esport.

Too bad it’s combat is being managed by a balance team that keeps the game balanced around PvP, PvE and WvW. You got Deathly Chill, a very powerful trait in PvP yet completely worthless in PvE, fail much balance team?

Don’t get me wrong, I personally believe the game can be fun and balanced with all 3 modes in mind. I also personally believe I can balance and make combat more fun significantly better than ArenaNet as I can foresee dumb crud like that won’t be healthy

You Should Apologize for Season 1

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Posted by: Nova Stiker.8396

Nova Stiker.8396

I can forgive the pip system and the faulty league setup.

I cannot forgive the power creep and gross unbalance. We’ve been warning ArenaNet how making everything OP will take skill and fun out of the game, yet, here we are with insane power creep. As for the balance, you had 3 betas and you still couldn’t see the issues? You shame game developers everywhere ArenaNet.

You know when your game is screwed when your fans can see balance issues months before the balance update.

Something on Chill needs to go

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Posted by: Nova Stiker.8396

Nova Stiker.8396

A lot of us agree.

Too bad ArenaNet doesn’t understand. Keep in mind guys, you’re asking the same people to nerf chill when Scrappers can go glassy and survive just fine. A 3 second passive trait taunt is just fine. A 5 second block is just fine. Invisible CC? Juuuuuuust fine.

(edited by Nova Stiker.8396)

Let's be honest

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Posted by: Nova Stiker.8396

Nova Stiker.8396

We told them guys

We can all see what the balance team is doing, it’s JUST like football except all the football players are riding horses. To make football more interesting, they made all the pro athletes ride horses.


At the start everyone is knocked around to the ground, people getting their helmets smashed in by 3-4 different horses flailing about wildly. No one can tell what is going on in the massive pile of screaming horses and football players struggling to do anything. The fortunate players not caught in the chaos cannot seem to accomplish any task as their horse panics, runs around and refuses to listen, thus making plays lasting 5-10 minutes of absolutely nothing happening. All the while the poor viewers are wondering who the heck thought a 15 minute train wreck was a good idea as the game interests plummets to the ground. Finally the creators scratch their heads being confused of why people don’t like it.


Ultimately, it will be the most watched thing on TV for a week or two before people start getting angry that the crap still has a time slot on TV and just wants the “super fun new sport!” advertisements to die.

Just ignore all of the current and growing issues and remember Esports. It doesn’t matter that power creep is removing the risk/reward factor, combat tactics and challenge of timing key attacks because Esports.

(edited by Nova Stiker.8396)

Everything is OP! So that means...

in PvP

Posted by: Nova Stiker.8396

Nova Stiker.8396

Meaning its only fun if its OP.

/thread

-.- huh?

Everything is OP! So that means...

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Posted by: Nova Stiker.8396

Nova Stiker.8396

/15disagreements

Aaaand it is no longer fun.

Everything is OP! So that means...

in PvP

Posted by: Nova Stiker.8396

Nova Stiker.8396

1. Anet should increase the cooldowns of every Skill/Utility by 10%-20% for every class (except maybe thief and warrior).

2. Reduce the uptime of every boon by 10%-20%

3. Reduce the uptime of every condi by 10%-20% (well maybe not this one)

That could be the first pass just to bring the power creep down. Then go deep and look into balancing better.

PvE players will cry lol, so it won’t be implemented.

99% of PVE is pretty much AFK easy so i don’t really agree. (raids are an exception)

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This.
In PvE, the only boons worth while is Quickness and Alacity.

My ele can get 1 minutes of regeneration, vigor, fury and swiftness in PvE. 25 stacks of might feels like nothing, protections doesn’t feeling like it makes an impact, retaliation is worthless.

It’s already uber-overkill.

Everything is OP! So that means...

in PvP

Posted by: Nova Stiker.8396

Nova Stiker.8396

1. Anet should increase the cooldowns of every Skill/Utility by 10%-20% for every class (except maybe thief and warrior).

2. Reduce the uptime of every boon by 10%-20%

3. Reduce the uptime of every condi by 10%-20% (well maybe not this one)

That could be the first pass just to bring the power creep down. Then go deep and look into balancing better.

Pretty much. Risk/Reward factor is just gone.

The game doesn’t have to be balanced to be fun, top priority is making it fun.

Everything is OP! So that means...

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Posted by: Nova Stiker.8396

Nova Stiker.8396

I have been preaching this for a long time. ANet needs to nerf everything across the board, including thieves (and maybe even warriors) rather than buff stuff.

Think about down the road, necromancer scepter will corrupt boons with it’s auto attack. In a way, that’s fine.

But as the game changes, the concept can become stupidly powerful or absolutely worthless. In a glassy meta, the change is pointless, no necromancer will run scepter as no one is trying to out bunker and pressure the necromancer to death.
But in a bunker meta, it turns necromancers into hardcounter gods making it too strong.


It’s a change SOLELY based on the current meta and not balance. They aren’t improving the function of the weapon, it’s just an answer for a CURRENT problem.

In other words, Guild Wars 2 PvP and Esport future is utterly screwed with ArenaNet. Unless they get a new balance team who doesn’t pull this crap.

(edited by Nova Stiker.8396)

Everything is OP! So that means...

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Posted by: Nova Stiker.8396

Nova Stiker.8396

+1
And unfortunately, instead of fixing the overblown power creep from HoT, a-net embraces it in the next patch. So let’s buff warriors (the only one who were still balanced at a pre-HoT level) and thieves (DD is already above pre-HoT level) and let’s add some boon corrupt to reaper to counter the powercreeped amount of boons.

It’s bad enough things are already very strong, but cooldowns are stupidly low.

Not to mention so many traits and concept designs among other things are lacking so much creativity.

At least PvE is still fun and will stay the ONLY fun place as the clusterkitten of a mess doesn’t affect your performance.

Everything is OP! So that means...

in PvP

Posted by: Nova Stiker.8396

Nova Stiker.8396

It’s no longer fun

Make things too strong it just becomes a crazy, flashy, spam-fest. Dodging, blocking skills will have much less meaning, timing your offensive skills becomes less of a tactic and combat will require much less thought, planning and strategy.

Your good actions become less rewarding and you are not punished for bad play, when everyone is OP the game becomes no fun to play.
___________________________________________________

Remember the old power creep? I’m not saying the old times where better, I am saying the stronger you make everyone the more unfun it becomes.

Attachments:

(edited by Nova Stiker.8396)

Undo the Ride the Lightning nerfs

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Posted by: Nova Stiker.8396

Nova Stiker.8396

Because eles still don’t have rediculous mobility/disengage potential without the current ride the lightning. They need MORE.

All eles ever want: more. More boons, more condi’s, more cleanses, more heals, more regeneration, more damage sources, more damage mitigation, more might stacks, more kanya west.

XD

You want more?

You got ranger staff Ancestral Grace, a 15 second cooldown, a targeted leap, evades attacks, heals nearby allies AND is a blast finisher.

Ride the Lightning deals damage and goes on a 20 second cooldown IF you are lucky, dodge, block or blind will trigger the 40 second cooldown.

You want MORE?

Executioner’s Scythe is a targeted stun on a 30 second cooldown, leaves an ice field that lasts for 5 seconds plus deals more damage the lower health the target has.

Tainted Shackles deals no damage for 3 seconds, then immobilizes and inflicts torment, you can also dodge/break the binding, all on a 45 freaking second cooldown. Wanna know something funny? Torment will NOT be doing the damage on movement bonus if it hits because of immobilize.

YOU WANT MORE?!

Necromancer focus has the same abilities as necromancer traits.

Seriously.

You can equip traits that does the EXACT effects of necromancer focus. With the only exception of applying regeneration to allies, which for a necro, is absolutely worthless.


The power creep is nothing short of insane, powerful skills no longer have long cooldowns. Which is a shame, it means ArenaNet is failing hard to keep balance in control.

Now we got diamond skin that will remove a condition every second. We went from Cleansing Ire 3 conditions removed too OP, to balancing with removing a condition every second. Every. Second.

ArenaNet: wat iz powercreep lulz

(edited by Nova Stiker.8396)

1 tier from legendary, get teamed with ambers

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Posted by: Nova Stiker.8396

Nova Stiker.8396

You actually think Legendary means anything?

Top meta classes after balance?

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Posted by: Nova Stiker.8396

Nova Stiker.8396

Am I the only one that remembers how much the necro suffers in a glassy-fast meta?

We already had a glass cannon meta, necros were not in it. Hell, they didn’t become viable until the cele meta came around, one of the biggest reasons was they could actually start building life force and run viable builds like power necro.

If the meta is about hitting fast and not get hit, necros get left behind.

Besides, who says the meta will be glassy and powerspike oriented?

Because high spike damage is already very good, I’ve been playing Tempest with marauders and it’s damage is extremely high and the survivability is surprisingly high.

The issue is bunker Tempest is ridiculously strong, same thing with a lot of meta bunkers. Currently the ability to defend dwarfs the class viability for offense.

Also, thieves do NOT keep glass metas in check.

(edited by Nova Stiker.8396)

Top meta classes after balance?

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Posted by: Nova Stiker.8396

Nova Stiker.8396

Am I the only one that remembers how much the necro suffers in a glassy-fast meta?

We already had a glass cannon meta, necros were not in it. Hell, they didn’t become viable until the cele meta came around, one of the biggest reasons was they could actually start building life force and run viable builds like power necro.

If the meta is about hitting fast and not get hit, necros get left behind.

Top meta classes after balance?

in PvP

Posted by: Nova Stiker.8396

Nova Stiker.8396

God tier:
Chronomancers

Good tier:
Scrappers
Tempests
Thieves
Revenants

Okay tier:
Druids
Berzerkers
Dragonhunters

Garbage tier:
Necromancers


What people forgot:
Mesmers absolutely thrive in glassy metas and Chronomancer only makes them more devastating.
Tempests have fairly strong DPS, where there is a lot of glassier targets they can really lay on the damage.
Scrappers DPS and survivability is still stupid, just shows how terrible ArenaNet is at balancing but at least they aren’t super strong in teamfights? ArenaNet, get a new balance team..
Thieves will still be thieves.
Revenants will still be revenants.
Druids will suffer heavily with the removal of the tanky amulets.
Berserkers will be 1-trick ponies.
Dragonhunters will still fart out 0 casting time traps because terrible design.

Necromancers will suffer the most, the more glassy the enemy, the less survivability they will have. Life force will be a constant struggle (unless exploiting map bugs like Khylo, EEEESPPPURTZ) they thieve in a meta where they can’t hit targets. The less of a chance they get to build life force, the more useless they become.

Give chill the alacrity treatment

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Posted by: Nova Stiker.8396

Nova Stiker.8396

Chilling darkness is 100% not meta. I could make an argument against chilling nova as well but I don’t know if people actually run this varaiant. Also you make it sound that traits benefit from a condition means that the condition needs to be nerfed. Which is not the case.

Either the traits are too powerful, or that chill is really good.

So what you are saying, nerf all the traits, which I’m all for that. Except that will hurt the Reaper overall.

Chill doesn’t make Reaper powerful. Reaper makes chill powerful. There is a massive difference between the two.

Weakening chill will have the least impact for the class and it doesn’t even affect the reapers ability to close targets, all it does is allow the target a slightly better chance at recovery.

Give chill the alacrity treatment

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Posted by: Nova Stiker.8396

Nova Stiker.8396

And nerf it down to 33%, its so kittening broken and reaper takes it to another lvl…

After 3 years chill is suddenly a problem so we should nerf it for all classes? An eye for an eye does not justify nerfs. Necromancers always had a lot of sources of chill, now it just does damage. If you want to nerf it, fine. Make it a condition that you can’t cleanse, or strip. Have fun with that.

Necromancers has 3 traits that apply chill, 3 traits that improves chill and 2 traits that benefit from chill.

And the kicker is, ALL of the traits are very much meta. This isn’t Elemental Surge for Elementalist, all of the traits are very useful. Even if you are not condition, 1 or 2 of the OPTIONAL ones still work great if you are running power.

And chill has been an iffy issue since release, Freeze Grenade used to apply ~20 seconds of chill along with it’s brother Poison Grenade which applied a full minute of poison.


What being said here isn’t reduce the amount of chill, just reduce how much it slows recharges. Like Alacity, in a game of cooldowns, the longer your cooldowns the more vulnerable you are and the less damage you can overall deal.
Unlike Alacity, it cannot be removed and once again you morons forgot boon duration is a thing. Alacity is uber-strong right now and making it removable and affected by boon duration will open it up to be significantly stronger. Unless you actually want unkillable bunker mesmers 2.0: 1v5 edition.

(edited by Nova Stiker.8396)

Balance team did not lazily hotfix!

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Posted by: Nova Stiker.8396

Nova Stiker.8396

No, they are just bad at balancing.

A lazy hotfix would be going in and adjusting the cooldowns and casting times for a lot of the abilities and nothing more. Which would actually be an improvement to what they are doing.


Lets look at some details:

  • Fire Shield, the weakest aura in the game. Yet, on a 40 second cooldown.
  • Ride the lightning has a 40 second recharge if it doesn’t hit a target. Yet, Ancestral Grace is a 15 second cooldown, a blast finisher, heals, evades attacks AND has a bigger radius, same distance.

  • Life Transfer has a 40 second cooldown and damages foes. Soul Spiral has a 30 second cooldown, deals more damage, applies many stacks of poison and is a whirl combo finisher.
  • Tainted Shackles has a 40 second cooldown and applies ~2 seconds of immobilize and 3 stacks of torment. Executioner’s Scythe is a ~2 second stun, leaves a field of ice, applies 8 seconds of chill, deals significantly more damage and deals even more damage the lower the health the foe has.

  • Glue Shot, immobilizes for 1 second, cripples and is unblockable, 30 second cooldown. Thunderclap, 24 second cooldown, deals lots of damage, stuns, inflicts vulnerability, leaves a lightning field, lasts longer and has longer range.
  • Poison Dart Volley, a 10 second cooldown pistol shot applies poison over 5 shots. Searing Fissure is a mace AoE that burns up to 4 times, leaves behind a burning field and lasts for 3 seconds with a 4 second recharge.

  • Virtue of Justice, when activated it grants you allies next attack to burn. Spear of Justice has a lower cooldown, deals more damage, has better range and can pull the target to you.
  • Virtue of Resolve, when activated it heals allies roughly 1,500 health on a 50 second cooldown. Wings of Resolve only takes 30 seconds to recharge, heals quadruple the amount and is a leap finisher.
  • Virtue of Courage, when activated it grants nearby allies aegis, blocking 1 attack. Shield of Courage blocks ALL attacks from the front and sides for 5 seconds.

  • Illusionary Wave knocks foes back in a cone, 30 second cooldown. Tides of Time applies quickness to ALL affected allies, stuns ALL affected foes for 1 second, has bigger range, destroys projectiles and if you catch it on the return it has the same recharge as Illusionary Wave.
  • Phantasmal Mage burns foes with it’s attacks and gives retaliation to it’s allies. Echo of Memory is a ~2 second block, summons a phantasm, the phantasm applies slow with it’s attacks and alacity to it’s allies, plus if you block any attack you can use Deja Vu, which is the exact same skill AGAIN. Same cooldown.

Whoa, I can go on and on.
Anyone else noticing a pattern? IIIIIIIIITS POWER CREEP! Maybe the more powerful stuff should have a longer casting time and recharges :O

(edited by Nova Stiker.8396)

Give chill the alacrity treatment

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Posted by: Nova Stiker.8396

Nova Stiker.8396

hmm I can see all them mesmer tears & the patch isn’t even live yet lol.
chill is in the game for 3 years nobody said it was op before but the new broken “status effect” getting nerfed & every mesmer looses their mind .

get real mesmers [chronos] you never said chills are op for past 3 years now you are just crying to make ‘some balance’ thinking chill is opposite of alacrity.

alacrity is a status & can’t be removed when chill can be removed .
stop crying play necro…………………..

If alacity becomes a boon we’d have bunker mesmer v2.0 unkillable edition with 100% boon duration.

That being said, chill is not more powerful that it used to be. It’s more COMMON.

Can someone explain to me

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Posted by: Nova Stiker.8396

Nova Stiker.8396

It’s a buff if you are using the clerics amulet. The health threshold is lower thus allowing eles to have a more firm healer role.

Better start practicing not using celestial.

Reaper chill needs to be looked at...

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Posted by: Nova Stiker.8396

Nova Stiker.8396

When reaper’s are meta, we will talk about nerfing them. Not before, not after.

With the meta shift I predict Reapers will become the weakest class. With everything shifting to glass, necromancers will suffer the most.