OP you have not thought this through have you. Removing the wings would drop the number of people playing PvP. Forcing teams will also drop the numbers of players, not everyone has the time to commit to a team. This then would have a knock on effect on the queue times.
Your ideas would make the PvP experience worse. For everyone.
The time to commit to a team? Takes about as long as getting a fractal group together. Not one is saying you have to play with that team and only that team (unless we’re talking about guild teams going for pro league). I find people to team with all the time very easily.
- People I meet in PvP matches that did well. I just whisper them and say hey, wanna queue together?
- People from my guild. There are literally guilds out there dedicated to giving players other people to queue with, some of which were posted on these forums (End the Streak).
- People in Heart of the Mists. Get groups all the time just typing in map chat, “Hey we need X whatever for our group.”
Yes, grouping with random people. You’ll be just as lucky as you would in solo queue to vet a good team. But making it so everyone has to have a team is not needed. All that is needed it a team queue and a solo queue.
Team queue can only be entered by teams of 2, 3 and 5 players. 4 is a no go because youd need a random solo player to fill out, so the math would not allow that. That way people who want team play can get it, and teams can have team match ups. As I said not everyone has the time or wants to play in a team.
But you just think of your own situation and not give a thought to another, not everyone is you.
The people I group up with in the PvP lobby are much more likely to work better with me than randoms in a solo queue. Reason is, we can talk and set up real quick before queueing. This allows me to make sure this guy I’m teaming up with isn’t some random troll, allows the team to choose their own team comp, and gives us the time to hop in voice chat together if someone has a channel available and people are up for that.
And just to be clear I’m not suggesting you make a team and are stuck with that team for a whole season, that mess is for guild teams and pro leagues, those guys that are super serious and all.
And no, I’m not just thinking of myself. I never even bothered to consider the notion until I noticed 3 seasons of people complaining in mass hysteria about always getting bad teammates in solo queue. And again, it takes no time at all to find people to queue with, especially if it were to be required to play ranked. And if you don’t like playing with other people, then 5v5 pvp doesn’t sound like a good game mode for you. Whether those other 4 people are random players or people you queue with, they are your team therefore if you are pvp’ing then you are already playing with other people in a team.
Yeah, but then again that is the beauty of picking my teammates. I mostly invite friends, guild mates, and people I’ve met in matches that were pleasant to play with. Then fill the rest with people from the lobby, make sure everyone is cool and on the same page, and have fun. Always much better than the people constantly typing insults back and forth in solo queue matches.
OP you have not thought this through have you. Removing the wings would drop the number of people playing PvP. Forcing teams will also drop the numbers of players, not everyone has the time to commit to a team. This then would have a knock on effect on the queue times.
Your ideas would make the PvP experience worse. For everyone.
Yeah, making the changes in the OP would basically cause 50%-75% of the currently active PvP population to just quit and go play overwatch or something.
Another well-thought out contribution to the thread. You’re on a roll there buddy.
I would like to agree with you two on one point though, removing the reward everyone is punishing their selves to try to get is definitely a bad idea. The prize itself isn’t bad, the implementation was.
Maybe I just have a great personality? Cause when I group with people, someone usually throws up a teamspeak channel and, win or lose, we have a pretty great time.
>Season 5 happens next year
>Anet decides to make Ranked for team comps only and unranked for solo quenuers
>Ranked Conquest becomes the next Ranked Stronghold where its only played by a few guilds/teams
>Some adapt and start making premades, many just play unranked or stop PvPing in general
>People still wonder why Ranked play is lowly populated and the discussion starts anew about how solo/pre-mades ruin(ed) everythingIts like poetry.
This is exactly what will happen unless the rewards everyone is after are limited to ranked team queue only. I’ve said it many times now, people will take what they perceive to be the easiest route. They would rather solo queue and grind out matches with horrible players and then complain about it because it is “faster”, rather than take a few minutes to group up with other players and queue as a team which would probably increase their win/loss ratio and actually be faster in the long run.
OP you have not thought this through have you. Removing the wings would drop the number of people playing PvP. Forcing teams will also drop the numbers of players, not everyone has the time to commit to a team. This then would have a knock on effect on the queue times.
Your ideas would make the PvP experience worse. For everyone.
The time to commit to a team? Takes about as long as getting a fractal group together. Not one is saying you have to play with that team and only that team (unless we’re talking about guild teams going for pro league). I find people to team with all the time very easily.
- People I meet in PvP matches that did well. I just whisper them and say hey, wanna queue together?
- People from my guild. There are literally guilds out there dedicated to giving players other people to queue with, some of which were posted on these forums (End the Streak).
- People in Heart of the Mists. Get groups all the time just typing in map chat, “Hey we need X whatever for our group.”
@stickerHappy
Should I understand from your post that if I don’t have friends or a team I am not worthy? I come to GW2 to escape.. and find it more stressful than rl.
Do I really need to be a social networking ninja to win a few games?
No, PvP should not be about who gets the good teamups.
Because typing “Ele looking for group for ranked” in map chat is super hard…
It is a team game. A 5-man team game. Solo queue does nothing more than Team queue to show “true” player skill. So far all I’ve seen is that it shows who is lucky enough to get the better team members.
These forums are littered with complaint threads on how bad all their teammates are and how Anet is working against them.
Forming a team, even a temporary team, allows for a better evaluation of player skill than solo queue. It takes the random factor of your teammates out of the equation. It introduces a greater capacity for communication and teamwork.
But of course, everyone that just wants to farm PvE rewards and is too lazy or anti-social to form a team will always be against this.
I doubt Anet will ever open their eyes and limit ranked to 5-man teams only. I can, however, guarantee you that Anet will never limit ranked to solo queue only.
I mean seriously, what a ridiculous request. Limiting a team game to only solo queue…..crazy PvE players.
I almost wish Anet would limit ranked to 5-man teams just so that people like you could see incredibly wrong you are.
However, I don’t actually wish that sort of killing blow to be dealt to the PvP in this game, it’s dead enough already.
Great contribution to the thread buddy. Be glad to see how wrong I am any day. Let me know when you have something to back up what you say.
P.S. – to those talking about how long queue times have been for team queues, not sure how simple I can put this since it seems to be hard to comprehend but um…..of course the queue times have been/will be long, so long as there is a solo queue in place alongside team queue (or merged as we currently have it) that provides the same rewards that team queue offers. Despite coming to the forums day after day to complain about the bad teammates Anet matched them up with, people will solo queue horrible matches before they put in the effort to group up with other players. It’s a mentality of grind as many matches as possible in as short amount of time as possible to get shinies, no matter how horrible the matches are as a result.
I can’t really see any downsides to this off the top of my head. Sounds like a great idea.
Ok now I’m lost. Are you having trouble surviving on a Scrapper? Cause again, that is something else the Scrapper made easier. They have pretty decent survival and damage when played well, and it is in no way more difficult than playing Engi pre-HoT was.
Ranked is a team format and should be played in premades. Those who don’t want to face premades, should better go and play Unranked or PvE and farm loots. For the sake of a team game mode, stop creating such stupid threads.
false, ranked is equal to unranked in format , the diference is ranked “ranks” you keping a log of your “git gud” or “git bad”
a “team format” have to keep a log of team advance giving a kitte of individual advance
You misunderstood what he was trying to say and twisted it into some nonsense. Grats.
It is a team game. A 5-man team game. Solo queue does nothing more than Team queue to show “true” player skill. So far all I’ve seen is that it shows who is lucky enough to get the better team members.
These forums are littered with complaint threads on how bad all their teammates are and how Anet is working against them.
Forming a team, even a temporary team, allows for a better evaluation of player skill than solo queue. It takes the random factor of your teammates out of the equation. It introduces a greater capacity for communication and teamwork.
But of course, everyone that just wants to farm PvE rewards and is too lazy or anti-social to form a team will always be against this.
I doubt Anet will ever open their eyes and limit ranked to 5-man teams only. I can, however, guarantee you that Anet will never limit ranked to solo queue only.
I mean seriously, what a ridiculous request. Limiting a team game to only solo queue…..crazy PvE players.
(edited by Shaogin.2679)
Another thread that could’ve been prevented if the op would just team up with 4 other players and then queue as a team.
Actually if anything I feel Scrapper has dulled things on Engi. There is less need now for kit juggling outside of PvE (which is still pretty much the same just with a different weapon).
I would agree pre-nerf Sneak Gyro was OP, but in it’s current state it is a perfectly reasonable skill for an Elite.
That’s kind of the point of my original post. I’ve worked excessively hard. Now it looks very much like I won’t make it, even with a full season to go.
Did you form a team with other players and work together to increase your chances of winning? If not, then you haven’t really put in all the effort you could. You just farmed a ton of matches and swapped to an easier class.
Ranked is a team format and should be played in premades. Those who don’t want to face premades, should better go and play Unranked or PvE and farm loots. For the sake of a team game mode, stop creating such stupid threads.
If the League achievements were attainable in Unranked mode as well, then I would support this.
The bottom line is that the vast majority of people currently playing PvP Ranked are only there for the achievements/AP and to get The Ascension. (If you don’t believe me, see how popular structured PvP is once the League is over and progress can no longer be made.) ANet knows this, which is why they created the achievements/skins in the first place in an attempt to get more people into PvP. Therefore, any attempt to make the skins or AP more exclusive is likely to backfire and make those players leave again, resulting in PvP once more becoming the neglected stepchild of GW2 where it’s just a tiny group of people wondering why their queue times are so high and nobody seems to be playing. And for their part, ANet will have a much harder time justifying why they should be spending developer time and resources on making new content for a game mode that only a small percentage of people are playing. (Don’t think it can’t happen. Look at the backflip on HoT Legendaries.)
If people are dead set on having a PvP stream that’s only for “serious PvP’ers”, that’s fine. The same way that solo queuers don’t want to be matched up against premades, I can appreciate the desire to only play with people who are committed enough to want to put in the effort to strategize, finetune their builds and communicate with each other. But be careful what you wish for when you talk about making things more exclusive or kicking the “baddies” out. You might find yourself in an even worse state of PvP.
Allowing solo players in unranked to get the same league achievements as the teams playing in ranked would take away the incentive to play ranked. Again, sacrificing the quality of sPvP in a poor attempt to increase the quantity of sPvP players is not the way to go.
Should players doing fractals be given pips for pvp leagues? Kinda ridiculous request.
Now this is a ridiculous suggestion. Way worse than OP.
They are both equally ridiculous.
Should players doing fractals be given pips for pvp leagues? Kinda ridiculous request.
People, will never get them. Constantly complain about bad teammates, and yet can’t be bothered to queue as a team.
The problem with Hammer 2 along with other Hammer skills is that they provide a good defense without sacrificing any offensive power.
There was, time ago, a solo queue sPvP section but everyone hated it why everyone was with “with the worst pug ever” and no one was happy why play with casuals is always a roulette that make you win or lose at random, with only few personal skills and a large amount of luck. Who had the best pugs or the best casual combination won the match easy.
Anyway remove the Team composition from a Team based PvP is like remove all the commanders and battle signals from WWW and prevent any guild raid group to play. why they make WWW unbalanced making rush all the time. The entire game section will lose it’s sense!
Is more good to ask for the opposit thing: make pugs and little teams to join Unranked but make only premades able to join Ranked, adjusting the reward and all.
That will force people to play with a sense, making teams to win, studying a strategy, playing classes with specific personal builds, organize entire sPvP guilds to find players to do ranked in a structured playstyle.I vote for make Ranked sPvPa 5vs5 Premade only.
(basicly that’s the sense of a Team Based Structured Player Versus Player, isn’t it?)
Thank you.
A few points in favour of Solo Queue
- there aren’t enough players to have varied matches. Most players can’t be bothered to form teams, so this would cut down on the ranked population significantly.
- queue times are already too long. This is related to the above, but I’m getting 7.5 minute waits every time I queue. There is absolutely no way I’m going to wait more than 10 minutes for a match.
Players can’t be bothered to form teams because they can get the same rewards queueing solo as they can queueing as a team. There is a lack of players because there is a lack of any real competitive scene outside of pro leagues.
Allowing players to solo queue for ranked isn’t solving anything but queue times. Low queue times mean nothing if the majority of matches are bad. Drawing in PvE players with shinies just adds in more solo queuers and higher chances of getting clueless teammates.
If the current population can’t support 5v5 matches, then an attempt to introduce 2v2 and 3v3 matches should be made.
Reducing the quality of matches just to attempt to increase the quantity of players shouldn’t happen. If Anet wants to bring in more actual PvP players then they need to focus on creating a better quality, more competitive sPvP scene.
The idea that anyone can get the wings despite their skill level in what is supposed to be a competitive environment is just ridiculous. I can’t wait till this whole pvp season is over, so that maybe Anet can implement a proper pvp season next year.
Sorry but gw2 pvp is a team game. Not sure why a solo queue even needs to exist.
- People want to play in a competitive environment but can’t be bothered to group up with 4 other players?
- A large portion of complaint threads in this forum are people blaming their losses on matchmaking giving them bad teammates. And yet again, no desire to make a team?
- People constantly complaining about being matched against premades, and still no desire to make a team?
So long as PvP attempts to cater to every PvE player out there, it will never be a truly competitive environment for the majority of players. Limiting Ranked to premades only:
- Allows you to group with players you feel you can trust to perform well.
- Encourages players to use Unranked if they want to solo queue and practice.
- Cuts down on toxic players when eventually nobody wants to team up with them.
The only reasons I’ve ever seen given on why people prefer to solo queue is either they feel it is too difficult to form a team or they just enjoying being unsocial loners.
Personally, I’ve never had a problem finding people in the mists to team up with. Anet could help make this process easier by improving lfg tools for sPvP players.
As for those unsocial guys, I wouldn’t want them in my match anyways. They are usually off doing their own thing, while either ignoring the rest of the team or insulting everyone and being toxic.
Bulwark Gyro’s Defense Field is poorly designed. It’s instant cast, follows the player, and is higher radius than nearly every other PBAoE reflect, on a relatively low cooldown. It’s also attached to a skill that is already very strong when traited, meaning there’s no real tradeoff in choosing to take the reflect, as you’re going to be taking the skill anyway, but that’s a separate issue. Compare it to pre-HoT personal reflect skills, the majority of which come with downsides like long channels or self roots, and it should be obvious that the skill is over the top. It either needs a cast time added or the field needs to be stationary to allow for counterplay, or both.
To counter reflects you switch to a non-projectile attack. These alternate attacks exist even on purely ranged weapons, such as Barrage on Ranger Longbow. To counter the Gyro itself, you kill the Gyro, though I feel Final Salvo should be limited to only activate on Gyro self destruct, or when it dies on its own.
The Gyro reflect was designed to be mobile due to the Scrapper being a largely melee oriented build that lacks extensive gap closers. Comparing this reflect to other reflects and calling it op accomplishes nothing.
Now if the Scrapper did not have the reflect on Hammer 2, then Scrapper reflects would feel much less crazy. This would be an example of an appropriate balance decision, one that takes a small yet efficient step to address both the high reflect uptime on Scrapper and the over-tuned nature of the Hammer.
The problem with Solo Queue and Team Queue existing side by side with the same rewards is it offers little incentive for people to play team queue. People are lazy, and they will take the easiest route if the rewards are the same. This creates much larger queues for Team Queue, which is why the two were merged to start with.
Look, I’m all for tuning down reflects, cause this helps out my Engi as well. However, this has to be done across the board and not just a “Nerf Scrapper only” thing. Personally I feel the Gyro toolbelt reflect should be left alone, and the Hammer 2 reflect removed instead, seeing as how the Scrapper hammer is one of the largest sources of the Scrapper’s inbalance.
It’s not just the Scrapper toolbelt skill giving players the mentality of Scrappers having too many reflects. That thing leaves the scrapper with 20 seconds of being open to range attacks. It’s the addition of the hammer skills that causes the problems. It has been said over and over, the hammer has too much offense and defense on the same skills. Tone the hammer down, leave the Gyros alone for now.
Bulwark Gyro’s toolbelt skill should only block projectiles. It is totally unnecessary for it to reflect considering how much other reflect scrapper has.
Considering how much other reflect Scrapper has? What? You mean Hammer 2? Cause that’s it. You could maybe, maybe factor in Toss Elixir U, but that is a random chance and is hard to justify fitting into a useful build over the other options.
Scrapper is a primarily melee build. Nerfing its reflects just because reflects from multiple players is creating issues is a poor balance decision.
Shield and flame thrower both have skills that reflect. I didn’t say that scrappers should have their projectile defence nerfed, just their reflects. That toolbelt skill is an instant cast, mobile, aoe projectile reflect for 5 seconds with a 25s cd…. it’s a bit too much. It should block projectiles but gain a light field instead.
I find it hilarious that you even brought Shield and Flamethrower into a PvP discussion. Hey hey hey, wanna include Turrets with reflect shields too, or maybe Streamlined Kits trait. I mean hell, if we are just gonna make some random useless build, we could maybe put together a Scrapper that does nothing but reflect kitten.
Well you now kinda get your wish if you raid. Raid Wing 3 has a mesmer portal item for sale. Not sure if it is re-useable or not, though I would hope so based on the price.
I think Shredder Gyro would work great as a CC Gyro. Unfortunately I doubt it will happen since Blast Gyro currently fills that role. But if it were to periodically pull targets within range in, while doing damage and whirl finishers, then it would probably see some use in all game modes. The other problem I see though is if it pulled targets in more than once, everyone would complain about it like they did Slick Shoes, where as if it only pulls targets once, then I can’t see it having much use over Blast Gyro.
Hi everyone, Engi here. Would love it if your constant “Nerf Scrapper” threads didn’t involve nerfing core Engi.
Also as mentioned, please be fair. If we can’t stomp with Elixix S, then nobody should be able to stomp while Invulnerable, which I am fine with. If Elixir S cause Reveal, then so should all other Invulnerabilities. If you are taking away Scrapper’s class mechanic, then either replace it or remove everyone else’s class mechanics. From the sound of it Daredevils won’t miss their 3rd dodge bar anyways. Finally, if you intend to gut Hammer damage, please be sure to split that between PvP and PvE, cause PvE players are tired of suffering from poor PvP balance changes.
I recommended an exo-suit mechanic which can be activated if the engi gathered enough energy to activate it (energy grows with damage but the same speed as CA form). It’d be engi’s reaper shroud. I agree with PvP and PvE cool down and damage split for all skills in the game. You don’t need a three second stun (speaking generally not pointing a finger at any one class) against a (relatively) squishy player whereas those elite mobs (who are very tanky compared to players) would require it for example. This means that stun would be 3 seconds in PvE but maybe 1.50 or 2 in PvP. Then you have stuff intended for hitting a million HP monster in an organized PvE environment, but take that same skill into PvP and it’d be way overpowered.
Sounds like a fun mechanic. And yeah, splitting between PvP and PvE skills is something that is long overdue.
Yeah. There’s too much reflect out there. I’ve had to stop playing rifle engi because there’s always someone reflecting or blocking projectiles. It’s just not worth wasting a cooldown when the projectiles will be blocked/nullified, or worse, reflected.
If anyone does not think this is a problem, I propose a challenge: Post a video of yourself (with a projectile class) dueling a competent projectile-hate class, like scrapper or tempest and winning in a reasonable amount of time.
It can’t be done. If by some miracle you can actually kill a class with lots of projectile hate, I guarantee it’s because you’ve had to resort to lower damage non-projectile skills, or it’s taken you far too long waiting for their reflects/blocks to go on cooldown. In either case, you’d be better off not using projectiles.
So you want to be able to down any player safely from range with nothing but projectile attacks in a short amount of time? Am I reading this right?
You can always black out the name of the guild and players. People do it all the time.
In my opinion, and please note I only ever solo queue, ranked should be only 5-man teams. That in itself would solve so many complaints in this forum about being matched with bad teammates. Sure everyone wants the shinies, but the shinies shouldn’t just be handed out to every random joe that pops his head in to grind for prizes.
Now they could leave unranked for solo queue players that want to have some fun in PvP or farm reward tracks, or they could make a seperate league with seperate rewards for solo players (aka bring back solo queue, though I am against this option).
If they are looking to make Ranked queue a competitive environment and offer rewards and treat it as a way into the pro leagues, then it needs to be for 5-man premade teams only. And I know people will hate that and complain about how hard it is to put together a team, but if playing in Ranked matches and going for those rewards required you to be in a 5-man party, then I have a feeling that people would be putting in more effort to form teams and that process would become much easier. Would also help if Anet took extra steps to make forming a team easier, much like the lfg tool (not sure if the lfg tool is working in sPvP yet, is it?).
Hi everyone, Engi here. Would love it if your constant “Nerf Scrapper” threads didn’t involve nerfing core Engi.
Also as mentioned, please be fair. If we can’t stomp with Elixix S, then nobody should be able to stomp while Invulnerable, which I am fine with. If Elixir S cause Reveal, then so should all other Invulnerabilities. If you are taking away Scrapper’s class mechanic, then either replace it or remove everyone else’s class mechanics. From the sound of it Daredevils won’t miss their 3rd dodge bar anyways. Finally, if you intend to gut Hammer damage, please be sure to split that between PvP and PvE, cause PvE players are tired of suffering from poor PvP balance changes.
Bulwark Gyro’s toolbelt skill should only block projectiles. It is totally unnecessary for it to reflect considering how much other reflect scrapper has.
Considering how much other reflect Scrapper has? What? You mean Hammer 2? Cause that’s it. You could maybe, maybe factor in Toss Elixir U, but that is a random chance and is hard to justify fitting into a useful build over the other options.
Scrapper is a primarily melee build. Nerfing its reflects just because reflects from multiple players is creating issues is a poor balance decision.
to be fair he’s got a point all of those professions have ridiculous sustain while dishing out ridiculous nonstop damage and condi
while engineer is pidgeonholed to a pretend tank
Dragonhunter has nothing at all on the Scrapper. Reaper has extremely poor disengage and easily cc chained. They rely completely on being an HP sponge, so it is laughable to say they have insane sustain. Eles have no damage pressure at all, so wrong again there. Don’t rely mess around with Rev or Mesmer so can’t comment there.
But no, he does not have a point at all. Scrapper is not some god mode class that people complain it is, but it is right up there with every other HoT class (Except DH, they are below everyone).
Conditions don’t suffer from reflection whether ranged or melee.
I’m sorry, since when? Pretty sure my Engineer’s pistol shots, grenades, Elixir Gun shots, ect are still being reflected very well.
Also, in a 1v1 situation if you can’t time your ranged attacks properly then that is your problem. In group combat though I agree, projectile hate is making it very difficult for ranged builds to contribute. However, with all the crazy AoE that goes on in big point fights, I am totally ok with teammates working together to protect themselves from players trying to pew pew them from a safe distance.
Never been matched against full 5-man team while solo queueing. Don’t suppose any of you people have screenshots of this? I get the sneaky fealing it was a sub-5 man guild team.
Maybe just play one of those OP classes, cause you are obviosly bad at Scrapper.
I still want ANet to remove breathers as armor and just use them as skins — there’s never been any value to needing a 7th piece of armor and all sorts of downsides.
Congrats on having the best idea in this thread. Absolutely love it. Anet, make it happen now!
On a related note, I haven’t fully cleared the firsr raid yet and haven’t entered the second wing, and now I’m deployed. How is the lore put in? Like, is it through cutscenes or just npc conversations? Also, is there a decent video anywhere that just has the lore portions of these raid wings so I can watch it? All I was able to find was a cinematic introducing I think the second wing.
The only time I beat Condi Necros on my Condi Engi is when I am running a flamethrower condi build. And I have to outplay them to achieve this. I try to bait out their transfers and drop their health a bit, then I go all in with my condi burst and then use Elixir S. Necros generally lack condi clear, they instead have plenty of condi transfer. So if you remove a target for them to transfer to, and they either didn’t bring or used up their condi clear (such as consume conditions), and they have also used up most of their shroud, then they have no choice but to eat my condi burst.
However, that is alot of “if”. Most often this only works when I go up against a really bad Necro, or catch one off guard or that has already been weakened.
So in general, if you are condi going up against condi necro 1v1, the best advice unfortunately is to just leave.
Also, as mentioned swap Elixir U for Elixir Gun (3 elixir skills vs 2, still has a stun break, extra condi cleansing, and shorter cooldowns). Also, you don’t really have reliable swiftness to make use of Invigorating Speed. You might be better going with Protection Injection there instead.
Just chiming in to echo what everyone else has said.
Rifle sucks now because there’s too much projectile hate in the game. Hammer is better in every way: Higher damage, shorter cooldowns, skills that attack while defending, better combos.
Buff rifle.
Or just nerf hammer. Not sure I want all core specs and weapons brought up to HoT level. Would rather HoT be toned down to core level.
op: dont forget to include total cast times with your numbers. listing out the scaling coefficients (and cds) is misleading.
honestly the only attacks wich could be justified by cast times are Eles
there rest mayb have channeled atacks but those do not take more than 2 secondsfor the autos, eles and revs are justified by long cast times. ranger and mes are conditional. warrior lb has slow projectile speed and doesnt home.
the real takeaway is that the necro auto is severely underpowered with its long cast time and low coefficient, and dh lb is power creeped. not that engi rifle needs a buff.
hence, excluding cast times is misleading.
Agree with all this except necro staff being UP. I’d say this is balanced by the fact that the remaining skills on Necro staff are spammable 1200 range aoe like nothing available to any other profession in the game, and (probably an even better argument) the fact that in addition to damage this skill grants life force.
that and the fact necro can then spam Shroud form auto wich has 1.0 scaling and 1.4 on enemies 600 or less range distance
We ignoring the cast time time on that? Cause it is incredibly easy to avoid. Lol.
Also, if you don’t have a bunch of unblockable cc, it’s not the end of the world. My Engi can’t effectively strip boons that are being spammed like crazy, but that is ok cause this is a team game and not every class is great at everything.
Uhmm… yes? Isn’t that obvious?
But you can’t dodge (unless daredevil) for days, at some point you will get hit and get those condis that sometimes deal as much damage as power abilities, every 1 second.
DS is quite easy to kite, clones too or just pop them with some hard AoE.
For headbutt? It is a little bit harder to dodge it in the right time in all that cluster of magic particles flying around during a teamfight. Perhaps in 1v1 but let’s consider the 1/2 second cast time and animation, how close warrior is. (let’s add up lower fps if one does not have a beast to run GW2)
You can’t dodge all power attacks either. If you get hit by a power attack, and get hit by a condi attack, that condi attack will not deal the same damage that power attacks deals in 1 second. It will deal its damage over time, giving you more time to react and possible prevent the full damage of the attack. Where on the other hand if you got hit by that power attack, the damage is done, there is nothing else to react to, you were hit, the damage is there.
Why is this so hard to understand?
op: dont forget to include total cast times with your numbers. listing out the scaling coefficients (and cds) is misleading.
honestly the only attacks wich could be justified by cast times are Eles
there rest mayb have channeled atacks but those do not take more than 2 secondsfor the autos, eles and revs are justified by long cast times. ranger and mes are conditional. warrior lb has slow projectile speed and doesnt home.
the real takeaway is that the necro auto is severely underpowered with its long cast time and low coefficient, and dh lb is power creeped. not that engi rifle needs a buff.
hence, excluding cast times is misleading.
Agree with all this except necro staff being UP. I’d say this is balanced by the fact that the remaining skills on Necro staff are spammable 1200 range aoe like nothing available to any other profession in the game, and (probably an even better argument) the fact that in addition to damage this skill grants life force.
Lol, Necro staff damage. That thing is for utility and generating life force. That’s it.