Showing Posts For Yashuoa.9527:

Thief God Mode

in PvP

Posted by: Yashuoa.9527

Yashuoa.9527

Besides, nobody likes getting insta killed with a thief appearing out of stealth behind him, while in combat with someone else.

Because mesmers can’t do the exactly same…

Read my post further.The lines that follow.

‘’Although that is more acceptable if Thiefs arent great in 1 on 1 or if the good in 1 on 1 comes at the cost somewhere in the toolkit.’’

Mesmer wont shortbow from 1 point quickly to another.
They have a different toolkit than thief apart from both being able to burst from stealth.

(edited by Yashuoa.9527)

Thief God Mode

in PvP

Posted by: Yashuoa.9527

Yashuoa.9527

Every time thief buffs are announced people go ham and whine their kittening kitten off in here.

Maybe because Thiefs have frequent stealth access and with daredevil spec, loads of dodges on top. Than they have always had their superieur mobility with shortbow. Now their dmg is gonna be buffed by kinda a lot (and indirectly defences due to having more initiative left through more autoattack use).
People are afraid that thiefs become too good in 1 on 1, which could be too much with their tool set.
I think the fear that thiefs become like that is understandable.

Besides, nobody likes getting insta killed with a thief appearing out of stealth behind him, while in combat with someone else. Although that is more acceptable if Thiefs arent great in 1 on 1 or if the good in 1 on 1 comes at the cost somewhere in the toolkit.

(edited by Yashuoa.9527)

That Scepter buff...

in Elementalist

Posted by: Yashuoa.9527

Yashuoa.9527

Ele community: Anet. Please buff scepter.

Anet: uhhhhhhhh ok. Here’s a little raw damage to flamestrike and shatterstone

Ele community: Yeah. No. You’re doing it wrong, karl.

Anet: ok ok yeah. You’re right, here’s a little more shatterstone.
(I hear them laughing and snickering in the background on this one)

I really hope this isn’t all of our balance for the quarter
(Think about it. Possibly the last time they’re even going to look at our scepter for a while.)

They even said scepter quality of life modification’’S’’ and not modification.
So far we havent seen the plural and I am not sure if you can even call it a quality of life change.

(edited by Yashuoa.9527)

Burst meta?

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Posted by: Yashuoa.9527

Yashuoa.9527

I think a lot of the changes are an attempt to make the game more fast paced and generally more rewarding than it was in this most recent meta. If you watched even ESL game you would know what I’m talking about. Seeing two organized teams fight for 7 minutes without even getting so much as one point cap, sometimes not even a kill in that time, is the most boring thing you can see in a competitive game mode.

They might be going a bit overboard with some of the nerfs and buffs though, but that’s just Anet’s M.O. at this point, which is made all the worse by the long periods of time between balance patches. That’s the real reason so many players are nervous about these changes, because they know if they cause even more imbalance than it will be some time before Anet addresses those properly. If this game was balanced every couple of weeks instead of with months between patches, then people would be as hesitant to play out changes like this.

More fast paced and more rewarding is all fine.
But as you say, I fear they might be going a bit overboard with some of the nerfs and buffs. Too big changes at once are rarely good.
Especially without frequent balance patches.

Burst meta?

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Posted by: Yashuoa.9527

Yashuoa.9527

Bunker meta will go.
What will be in its place?
Burst meta?

I would prefer bunker meta over that tbh.
Although preferably something in between the two.

Making lots of classes less tanky sure.
But they went tanky mode, to deal with the dmg that was out of control.
For lots of classes the dmg is still the same or even increased.

So isnt reducing tankyness AND increasing dmg/leaving it the same over several burst classes, an overkill?

(edited by Yashuoa.9527)

That Scepter buff...

in Elementalist

Posted by: Yashuoa.9527

Yashuoa.9527

Can someone bump this back up?
https://forum-en.gw2archive.eu/forum/professions/elementalist/Nuking-from-range-scepter/first
Its nearly 3 pages about what a lot of Ele players want for scepter.

Maybe it can still help around these times. Even though the preview was disappointing.

Learning to Love the New Sneak Gyro CD

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Posted by: Yashuoa.9527

Yashuoa.9527

Would be fair to improve the gyro a bit if it gets a much higher cd.

Or give the other gyros something in return.

Or both.
The other gyros should be improved, regardless of Sneak gyro anyway.

Celestial Amulet removal [fix]

in Elementalist

Posted by: Yashuoa.9527

Yashuoa.9527

Hybrid.
Ele are a hybrid design (condi dmg, power dmg and support).
We also need defensive stats due to having low base defences.

Unlike most other classes, we dont specialise in a certain field (condi or power).
Most spells in fire attunement are a mix of condi and power.
Earth is mostly condi.
Air is power.
Water is power and support.
Even our overloads are a mix like this.
So specialising in either power or condi wont really work well, due to the hybrid nature of the elementalist.

As dps ele you kinda need an amulet with:
Condi, power, precision toughness and ferocity.
Which we cant get anymore due to Celestial amulet going away.

Possible solution:

DPS Ele

Stats from a specialistiation.
Gain descent amount of of a certain stat from for example Air specialisation.
For example precision and ferocity, up to the point of not needing those stats on an amulet. Can split stuff for pvp and pve if its too strong in the latter.
Like for example those stats being gained when hitting a player, rather than pve mob.

Now we can use:
Mercenary’s Amulet
1050 Power
1050 Condition
560 Toughness
560 Vitality

There we go, dps ele stats covered fixed without having celestial amulet.

Bunker support aura share ele.
Bunker support aura share ele can go with this amulet too, but wont have access to the precision and ferocity from air spec (that is maybe kinda okay, because its a bunker support), because they will go for earth, water and tempest.

Other combination
Some other fitting combination of stats gained from for example air specialisation is fair too.
So that we need less different stats from an amulet, to give a dps ele the required stats he needs, without making bunker support aura share ele to strong.


What do you think of these suggestions?

(edited by Yashuoa.9527)

Scrapper changes

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Posted by: Yashuoa.9527

Yashuoa.9527

I hope this wasn’t everything and that there will be more nerfs. I really came to dislike the Scrapper. It ruined the Engineer play style that I have been enjoying for years now. Scrap the Scrapper.

Why do you want nerfs for scrapper? There are also people who like Scrapper.
If you prefer other Engineer play styles, you could suggest buffs for those playstyles, and just leave Scrapper where it is.

They want to make the builds more distinctive so who knows what may still be done for the other weapons and kits.

I want nerfs because buffs lead to the current mess. Both Elite and Core specialisations should be nerfed. The power creep we have seen on June 23rd made the game considerably less fun. With HoT release this got even worse.

At this point I would like to see a complete overhaul. Traits should be broken up so that 1 trait does exactly 1 thing. Merging traits was a bad idea. Making traits baseline was equally bad. As a player you should have to chose, not get everything in a well rounded package. The current Marauder Scrapper is one of the worst examples of this power creep. That is why I dislike it. That is why I want it nerfed.

Engineer in general is about being well rounded/a mix of several things. Where most other classes specialise more in a field.

You mean both elite and core specs on all classes right?
That wont happen in this patch alone
and it wont do Engineer any good to do it on Scrapper for now and not on all classes wide.

Still as said, engineers are about being a mix of several things.
Whereas most other classes specialise more in a field.
I dont want that engineer identity to go away.

Med kit suggestion

in Engineer

Posted by: Yashuoa.9527

Yashuoa.9527

Depends on balance It’s just an idea, a concept

Was curious to how it would work in your idea or concept.

Scrapper changes

in Engineer

Posted by: Yashuoa.9527

Yashuoa.9527

I hope this wasn’t everything and that there will be more nerfs. I really came to dislike the Scrapper. It ruined the Engineer play style that I have been enjoying for years now. Scrap the Scrapper.

Why do you want nerfs for scrapper? There are also people who like Scrapper.
If you prefer other Engineer play styles, you could suggest buffs for those playstyles, and just leave Scrapper where it is.

They want to make the builds more distinctive so who knows what may still be done for the other weapons and kits.

Learning to Love the New Sneak Gyro CD

in Engineer

Posted by: Yashuoa.9527

Yashuoa.9527

So from the balance discussion on Guild Chat, the developers talked about Sneak Gyro going to a 40 second cooldown from a 20 second cooldown.

Now, since the elite part about this elite skill is no longer about a short cooldown stealth, that gives me an interesting idea for a secondary change to Sneak Gyro.

Drum roll,

The permanent reveal on Sneak Gyro is changed to only last 5 seconds, counting down from when it is activated.

Meaning, on the third pulse, the Sneak Gyro would cloak as well, and then the mind games would begin.

Adding a ton of depth to planned, pre-casted stealth plays on the Engineer’s part.

I think I could learn to love the new Sneak Gyro CD if it had an extra mechanic as such added on.

Cheers’

Nice suggestion.
Would be fair to improve the gyro a bit if it gets a much higher cd.

Engineer 5 point [Wishlist]

in Engineer

Posted by: Yashuoa.9527

Yashuoa.9527

Nerf top list:
Hammer has too much goodies on it, making almost every engineer select hammer. Hammer offers the best power based DPS, might stacking, reflection, evade, block, triple leap finisher, whirl finisher, ranged AoE stun and a lightning combo field.

Remove triple leap from rocket charge to just 1 leap

Why dont you ask for improvements to the other weapons and leave hammer alone?
They want to make our builds more distinctive so who knows what will still happen to the other weapons.

The other weapons are apparently not good enough right now and than you want to nerf hammer into that state too? Thats not the right way.
Just ask for buffs to the other weapons if you want to see them more and leave hammer as it is.

Also removing triple leap from Rocket charge is way overkill. That is one of the core reasons for good sustain on scrapper if used in waterfield and it would nerf cc too through a lightning field if it becomes only 1 leap finisher.

Range demand reduction on rifle 3 and pistol 4-don’t touch this! This 2 skills have too high dmg to be fired from 600 range! They can increase lowest but decrease highest dmg, this will reduce dmg in pve.. And take some suprise shots in pvp

I didnt meant to remove the range demand reduction on Rifle 3 and Pistol 4 or anything.
There will still be a reduction in dmg on range.
Just less than before. That is what I meant.

What you are suggesting is a form of making the dmg difference between using it on range and melee smaller as well right?

(edited by Yashuoa.9527)

Med kit suggestion

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Posted by: Yashuoa.9527

Yashuoa.9527

Regarding the other skills.

Skill 3 and 4 will activate12 sec shared cd?
Or only Skill 5 will put 25 sec shared cd on 3, 4 and 5?

Celestial amulet solution?

in Elementalist

Posted by: Yashuoa.9527

Yashuoa.9527

They design a class, the elementalist, which is a hybrid.
We have several spells and weapons which are a mix of power dmg and condition dmg.
Even our overloads are a mix.
We are also hybrid in the sense of dmg and support.
On top of all this, we have low base defences (like low base hp)

So we need lot of different stats by design right?
That is why Celestial amulet was so good for Ele fitting the needs, more so than any other class.

I like the whole hybrid design of the Ele.

Now they want to get rid of Celestial amulet.
However doesnt that leave us crippled if they dont change something about the Ele?

We still have these spells and weapons who have mixes of power dmg and condition dmg. We are still a hybrid of dmg and support. We still have low base hp.
We still have the same stats need, but are now without a Celestial amulet to fill that need if the removal of that amulet goes live.

So what to do?
Which amulet to go for?

It just feels weird to me, to design a class who is hybrid in so many ways and also has low base defences (need for stats there too, unless you want to get insta killed in pvp)
and that they remove the only amulet that really fits the need for such a class.

Dont they need to change us a tad too with the removal of Celestial amulet?
Like cant they increase our base hp, so that the need for extra vit is gone?
Edit: or easier access to more of one of the other stats that we need?

(edited by Yashuoa.9527)

That Scepter buff...

in Elementalist

Posted by: Yashuoa.9527

Yashuoa.9527

I dont think you know what a preview is…..

Since the game was released EVERY SINGLE BALANCE PREVIEW WAS 100% OF THE CHANGES.

Didnt they say that these were not all the balance changes?

Scrapper changes

in Engineer

Posted by: Yashuoa.9527

Yashuoa.9527

Yea I agree with Yashuoa – it’s a tiny nerf that won’t make any big difference, it’s just to tease us a bit with a mini nerf >_> Could’ve been hammer 4 aswell, with the same feelings about it. Sneaky nerf is acceptable, since it really was or atm is a bit op. But 20 to 40? 30 would’ve been ok too.

Just for the record, I dont think either nerf is tiny (nor hammer 3 nor Sneak).
Wouldnt have liked it on hammer 4 either, although that one is no leap.

I agree A nerf in general to Sneak is acceptable, but 40 sec just seems quite large indeed.
Maybe they could make the daze longer or the Gyro better in general, now that they want to give it longer cd?

I would have expected and hoped for no defensive nerf, or a small nerf to a Scrapper defensive trait(s) instead.
Lets hope they at least dont nerf anymore of our defences.
Some other classes get nerfs as well so it might all be okay relatively speaking.

I still dont like when they say we may reduce scrapper defence a bit and that they touch our dmg with hammer 3 as well. Doesnt feel right/fair.

Still looking forward to:

Our focus for the engineer has been to improve less used traits and to rework some functionality for scrapper traits. For the core specializations, trait improvement efforts have been made toward creating impactful choices and making each build choice more distinctive.

That sounds nice at least.

(edited by Yashuoa.9527)

Med kit suggestion

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Posted by: Yashuoa.9527

Yashuoa.9527

Cool suggestions as well Xyonon.

Is skill 2 useful? Maybe combine 1 and 2 a bit?
Love the others though
and would like to see the toolbelt heal as much as it currently does on live.

How does cooldown sharing with different cooldowns work?

(edited by Yashuoa.9527)

Removing cele = removing ele

in Elementalist

Posted by: Yashuoa.9527

Yashuoa.9527

I’m honestly not too concerned with the whole thing, considering the meta cele tempest build isn’t fun whatsoever. I just want to clarify that by choosing to remove cele, instead of nerfing it or its main (ab)users, you’ve put ele unbelievably far back. Thinking any of the new amulets are on a comparable power level to celestial on ele, is a mistake. Again, no ele is the same is the same to me as having only the DS cele tempest, since I wouldn’t play that anyway, but the difference is that we’re a lot further now than we were before.

But you’re a little delusional if you think the buff to shatterstone will suddenly bring marauder tempest out of the dumpster into the meta. This might not be so obvious since the meta has shifted so much, but the story with marauder tempest is this. Is it worth picking over thief or mesmer? Thief has god-tier mobility and is incredibly hard to pin down, mesmer has portal, game-swinging elites and is incredibly hard to pin down. So here you are, as a fresh air ele. You do marginally more damage than the two, but your impact on the game is nowhere near the level of your prime competitors.

Some of us like bunker support auramancer ele
and it was something that Ele did well (bit too strong on the defensive side though).

What do we have as alternative playstyle to the bunker support ele?

Scepter in its current state is to weak as dps ele option.
Dragon’s tooth is to slow to use in the delay (on top of an already big casttime).
The autoattacks are to weak.
The weapon is lacking to be good enough for pvp alternative.
It has both condi and power dmg on it, but Celestial amulet goes away…

What will we use instead of Celestial amulet?

Than there will be Thiefs around often again probably.
Crazy dmg buffs so far. Still perma dodge in Daredevil.
On top of this, they kinda got rid of bunkers.
Seems a bit overkill right? Hitting people their tankyness and these thief dmg buffs on top. Even stun through block (groupwide with venomshare) vs those with blocks.

Ele also kinda need tempest in order to not get instakilled by dragonhunters (who are among the reasons for the bunker meta to appear and they still did okay in it as nonbunker). Who have only had a slight trap dmg nerf so far (and daze duration in half).

Afraid that it doesnt look good for ele so far.
Lets hope the rest of the buffs after the preview does enough for Ele.

Warrior changes in Jan/15 balance preview

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Posted by: Yashuoa.9527

Yashuoa.9527

Warrior

  • To the Limit had its healing increased by 40%. Other heals similarity had their heal increased by a certain margin. Signet had its HP increased by 20 HP per second. Adrenal Health also has about a 20% increase.
  • Some damage increases and some aftercasts removed so you can activate skills quicker.
  • Rifle rework: Crackshot no longer grants piercing by default. It will instead apply additional adrenaline per shot. Piercing is now on a few select skills like Volley, and Killshot. Brutal Shot (rifle #4) will now roll you back.
  • Berserker – King of Fires – give a fire shield on critical hits with 15s. Using a berserker skill will detonate any fire aura on you, giving 3 stacks of burning.

Its still a preview. More changes to come.

Several amulets like Celestial have been removed.
Other classes have received changes too (among them nerfs).
It seems to become less bunker, which is in warrior advantage.
So you have to see this in the light of that too.

Guardian changes from stream:

in Guardian

Posted by: Yashuoa.9527

Yashuoa.9527

they have done it ……
THEY HAVE RUINED THE GUARDIAN/DH AGAIN what is next LB 2, DH spear of light(pull) , burning ?

You need to see this in the context of most other classes who receive changes as well (among them nerfs).

Its not that all others remain the same and that only guardian gets changes.

Its all relative.

Med kit suggestion

in Engineer

Posted by: Yashuoa.9527

Yashuoa.9527

Cool suggestions.

Any cooldowns?
What will the durations be?

(edited by Yashuoa.9527)

That Scepter buff...

in Elementalist

Posted by: Yashuoa.9527

Yashuoa.9527

…we are not worthy

(/s)

-The only change was to Shatterstone, which is now just meh versus terribad before
-Auto-attacks not touched

Wut.

They said quality of life modification*S* and not modification.

I know this is a preview, so lets hope for the best, but it would have been better to show more on the preview regarding the scepter than this shatterstone change.
Like a change to Dragon’s tooth or autoattacks.

Previous change to scepter we expected a lot and it was only a shatterstone change that didnt help.
Showing only another new shatterstone change in the preview isnt a smart move imo.

It doesnt even have pulses (chill for example), which many in the Ele community asked for.

(edited by Yashuoa.9527)

Upcoming Changes to PvP Runes/Sigils/Amulets

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Posted by: Yashuoa.9527

Yashuoa.9527

What will Ele get to make up for the loss of Celestial Amulet?
They are kinda reliant on it atm.

Scrapper changes

in Engineer

Posted by: Yashuoa.9527

Yashuoa.9527

Rocket Chg CD going from 10s to 12s

Stealth Gyro CD going from 20s to 40s

Stealth Gyro CD increase I can accept.
Although to 40s seems pretty big increase.

Rocket charge cd increase doesnt feel like a good nor fair change.

They said defensive nerfs.
This is also an offensive nerf and mobility nerf.
Are they gonna bring the dmg and mobility back in some way by buffing other spells?

That make absolutely no sense since the sneak gyro can also be used offensively and is a massive boon for combat mobility (especially in WvW), yet you find that nerf perfectly acceptable while a measly 20% cd increase on a single skill on a pretty strong melee weapon an “unfair” change.

Where did I say perfectly acceptable?
I even commented on the 40sec.

Stealth gyro doesnt deal significant dmg.
Therefore I didnt consider it offensive, meant in that sense.
Rocket charge cd increase does hurt your dmg output.

Also the pretty strong melee weapon (hammer) is one of the only things that scrapper has, because almost all gyros (our utilities) are unwanted on our spellbars, thats how bad they are. So can we at least keep a pretty strong melee weapon?

Engineer 5 point [Wishlist]

in Engineer

Posted by: Yashuoa.9527

Yashuoa.9527

With this list whole guild wars will reroll engineer.

Could you elaborate please.
I am curious what you find too good for people to roll engi after these changes.

I didnt mention how much dmg increase, how much faster flying grenades and mortar.
The protection can be on some (not all) elixirs.

Being able to handle out more protection is hardly a problem.
For all I care it comes at the a little bit of dmg to make it more fair.
Look at Eles. They can hand it out plenty and they also can play hybrid support mix build like engi.

Gyros becoming what they should be is fair game too.
Turrents are to weak atm as well.

So what is it exactly that would make it too much?

1. Bring back coated bullets.
2. Increase mortar 1 radius to 240.
3. Mortar 1 AoE projectile finisher.
4. Reduce flamethrower incoming retaliation damage.
5. Rework medkit

Very cool medkit suggestions.

(edited by Yashuoa.9527)

Scrapper changes

in Engineer

Posted by: Yashuoa.9527

Yashuoa.9527

Rocket Chg CD going from 10s to 12s

Stealth Gyro CD going from 20s to 40s

Stealth Gyro CD increase I can accept.
Although to 40s seems pretty big increase.

Rocket charge cd increase doesnt feel like a good nor fair change.

They said defensive nerfs.
This is also an offensive nerf and mobility nerf.
Are they gonna bring the dmg and mobility back in some way by buffing other spells?

Engineer 5 point [Wishlist]

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Posted by: Yashuoa.9527

Yashuoa.9527

My wish list:

1.
Group protection.
More access to giving protection boon to allies.
For example make some (all?) elixirs that affect allies, always give protection boon for x sec, in addition to what they currently do.
Increase radius of toolbelt elixirs that affect allies.
Reconstruction field could give long duration protection or more frequently through that Gyro and its toolbelt.
Could be at the cost of personal protection boon, like a bit reduction from the duration of Recovery matrix for example.

2.
Gyros.
Gyros being improved. Regarding movement: make most of them (except function, bulwark and sneak gyro) cosmetic
and make the spells go from the center of the engineer,
or make it so that the gyros can keep up and follow the engineer where he goes (faster speed, teleport to engi)
+ make it so that they dont die when sneezed at.
Besides movement some Gyros need improvement on their abilities as well to make them more wanted and useful.
For example, Chemical field.cleansing conditions and maybe removing boons in addition to what it already does

3.
Better range dmg.
Higher dmg on and faster spell flying through the air for Grenades + Mortar spells.
Make only every first hit of a flamethrower channel be affected by retaliation.
Higher Rifle autoattack dmg.
Less difference between the dmg when using Rifle 3 and Pistol 4 at close or long range.

4.
Cooldown reduce.
Significantly reduce the cooldown of the shield offhand spells, Supply Crate and Med pack drop.

5.
Turrets.
Cooldowns significantly lower to make up for them being stationary and squishy.
Make them benifit from boons and auras (players have priority).



Please post your feedback on my wishlist and share your own 5 point wishlist for engineer.



(edited by Yashuoa.9527)

[Suggestion] Warrior Overhaul

in Warrior

Posted by: Yashuoa.9527

Yashuoa.9527

https://www.guildwars2.com/en/news/profession-balance-goals-for-the-winter-2016-update/

Sounds promising
and my favorite weap Rifle gets some love.
Yay.

Warrior
We’ve taken a look at the warrior’s baseline abilities, adjusting cooldowns, damage, and in some cases even functionality. Our goal for this iteration is to give you a bit more to play with in a single weapon set so that the cooldowns feel more active and fun to play around with. Rifle has also seen a bit of a rework, gaining a more defensive nature while retaining its overall purpose of kill-shotting every enemy of Tyria. We’ll also be taking another pass at improving the berserker elite specialization, focusing on increasing its usability in various game modes and promoting more active skill use in trait design. Lastly, we’ll improve the warrior’s ability to sustain themselves in combat.

They said [may]

in Engineer

Posted by: Yashuoa.9527

Yashuoa.9527

The real issue with tankyness — is coming from Bunker Down. You drop Bandages and a Mine (which does strip boons) every 2 seconds if you can land the crits

Since when do the mines from Bunker down, remove boons?
Arent you confused with the Throw Mine gadget?

Nuking from range [scepter]

in Elementalist

Posted by: Yashuoa.9527

Yashuoa.9527

I am glad to read that they want to give scepter and focus some positive quality of life modifications. Maybe we have been heard.

Elites, which need improvement too.
The link below is about suggestions to give us proper elite(s).

https://forum-en.gw2archive.eu/forum/professions/elementalist/Elite-spells-change-required/first

Please share your feedback regarding getting proper elite(s) in there.

Its a good time to try be heard around these times of balance changes.

They have plans to change SCEPTER!

https://www.guildwars2.com/en/news/profession-balance-goals-for-the-winter-2016-update/

Elementalist
This profession has seen a lot of defensive additions through recent updates and the addition of the tempest. In this iteration, we’ll be fine-tuning the defensive nature of the elementalist a little more and improving its offensive side a bit. To that end, Diamond Skin will see its first change in a long while, moving to condition removal (as is more thematic with the elementalist) rather than condition avoidance. In the effort to improve offense, Air grandmaster traits will be getting usability and damage improvements, while the scepter and focus will be receiving some positive quality-of-life modifications.

INB4 They will add another vunr. stack to shatterstone.

I dont find that likely.
They say positive quality of life modifications.
Another vulnr. stack to shatter stone isnt among positive quality of life modifications

Hopefully it will be similar or be like the contents in this thread.
Shorter Dragon’s tooth delay, better autoattacks, chillfield on shatterstone, better survival and such.

(edited by Yashuoa.9527)

They said [may]

in Engineer

Posted by: Yashuoa.9527

Yashuoa.9527

I just want to point out that they said MAY.
This can mean that the nerf may not be incoming.

With that said, we’re still monitoring the defensive nature of the scrapper and may look to implement a reduction in survivability.

https://www.guildwars2.com/en/news/profession-balance-goals-for-the-winter-2016-update/

Nerf Incoming !!!

in Engineer

Posted by: Yashuoa.9527

Yashuoa.9527

Well we can just wait and see I just hope it won’t be too hard :/ Don’t touch rocket charge or rise cd’s of skill to infinity :< But yea – let’s seeeee :|

On the other hand we can also hope for buffs for gyros

Also we will see some buffs to base engineer traits.

Yeah lets hope they dont touch rocket charge and such.

Maybe they will reduce the dmg reduction on adaptive armor a little bit.
That I would prefer and would be more right imo if they have to touch defensives somewhere.

Regarding Gyro buffs.
Most wont work as long as they cant follow the engi well.
They need to be able to keep up with the engi’s speed and maybe even have a teleport to the engi or something like that, to not screw pathing.
Also they need to not die when sneezed at.
All of this at the very minimum.

Maybe most Gyros should become cosmetic (with the exception of Function Gyro, Bulwark and Sneak Gyro)
and previous Gyro abilities being fired/pulsing from the center of the engineer (like pulse and heal Gyro for example).

Would solve some A.I troubles.

Btw everyone, they said they are monitoring the defensive nature of the scrapper and MAY look to implement a reduction in survivability.
So that nerf actually may not happen.

(edited by Yashuoa.9527)

Let's repost our balance suggestions

in Elementalist

Posted by: Yashuoa.9527

Yashuoa.9527

Warrior balance outline released, link

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Posted by: Yashuoa.9527

Yashuoa.9527

Rifle getting a rework to make it boost defence in some way – now that I am intrigued by. I have always loved rifle and I would be over the moon if they finally managed to give it a proper place

Same here.
Makes me glad to read these Rifle plans of theirs.

Gyros buzzing

in Engineer

Posted by: Yashuoa.9527

Yashuoa.9527

https://www.guildwars2.com/en/news/profession-balance-goals-for-the-winter-2016-update/
They said:
We’ve been enjoying watching all of the scrapper gyros buzzing around in the jungle, helping allies and clearing the way for Pact forces.

At first I was like huh? Gyros have way to many issues to say something like this and some dont even work at all (bugged).

But than I realised what they meant.

They meant:
The Gyros were buzzing around without a Scapper in the jungle.
All the Gyros left except (sneak Gyro), because no Scrapper wanted them.
They were helping allies like cutting trees and stuff (shredder Gyro xD),
but there were so many Gyros around in the jungle, that they were blocking the way.
Than the Gyros selfdestructed, so that they could clear the way for Pact forces :p.

It suddenly makes sense xD.

(edited by Yashuoa.9527)

Nerf Incoming !!!

in Engineer

Posted by: Yashuoa.9527

Yashuoa.9527

Well, let’s hope that the survivability nerf will be sensible… Oh yeah, and those awesome useful gyros! Everybody uses them!

On more “hopeful” note: “Secondarily, we’ll be looking at slightly changing the theme of a couple of professions so that they’ll have a strong place in each game type.” I just hope that this means some new functionality for the Function Gyro.

Although most of us get the joke and such from ‘’oh yeah and those awesome useful gyros! Everybody uses them!’’ and that you dont mean that, but
I would still be careful with such jokes, otherwise they are really gonna believe or believe even more that we find them useful :p.

Seeing they said:
We’ve been enjoying watching all of the scrapper gyros buzzing around in the jungle, helping allies and clearing the way for Pact forces.

I find it odd how they can say that.
Gyros are arguably the least working elite spec utilities.
They have too many issues, among them, movement, survival and some of them dont even work at all (bugged).

(edited by Yashuoa.9527)

This Seriously NEEDS To Be Addressed

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Posted by: Yashuoa.9527

Yashuoa.9527

pretty much what you said , thief skills rely on mobility and deal instant damage scrappers deal as much damage but channeled

the problem as i mentioned is that people look at damage numbers but ignored the whole skill mechanics

all i can tell thief players is to try daredevil staff #2 skill is pretty good as you can slap perma weakness on enemy

weakness is one of the game’s most powerful conditions it completely shuts down crit and power builds and in some cases sustained builds that rely on evades

Yes, but even if you compare the whole skillsets thief BS (which is the burst skill that takes the most effort in game) gets the short end and that’s the point.

You shouldnt only look at how much dmg an ability does, but also the context of which class has it, how much dps, besides burst does it do.

Comparing an instant, to a multiple hit attack (takes longer than the instant and can be more counterable)
and saying, ‘’omg the multiple hit attack does equal or more dmg’’,
that isnt really a fair comparison.
You can do multiple instants during the multiple hit attack.

You are not gonna compare an instant to an ele overload or warrior 100b either.

Than there are cooldowns and other factors.
Classes having different survival methods etc. etc. etc.

Comparing abilities on different classes hardly ever works well though.

Anyway, seems thief is getting more dmg
and buffs to acrobatics.

https://www.guildwars2.com/en/news/profession-balance-goals-for-the-winter-2016-update/

Thief
In the recent history of thieves, their damage roles have been largely burst-based due to initiative, while their autoattacks do little to sustain their DPS. In addition, initiative often needs to be used defensively, which can take a toll on overall damage output. Our design for this profession tends to lean toward damage, mobility, and evasiveness. In the first quarter of this year, we’ll be looking to drastically improve thief melee autoattacks until their overall sustained damage when coupled with initiative use is extremely dangerous. In addition to the damage improvements, we’ve done a bit of reworking and improvements to the Acrobatics specialization line.

Not sure if more autoattack dmg is right way to buff thief but this seems to be the plan.

(edited by Yashuoa.9527)

Nerf Incoming !!!

in Engineer

Posted by: Yashuoa.9527

Yashuoa.9527

I was reading that and about people using gyros and I’m just thinking “what game are they playing?”

Indeed.

Lets hope they dont go too far with a possible defensive reduction.
From the over the top meta specs, Scrapper is the more balanced one.

Curious which trait improvements they are gonna make to other engi build choices.

(edited by Yashuoa.9527)

Nuking from range [scepter]

in Elementalist

Posted by: Yashuoa.9527

Yashuoa.9527

They have plans to improve SCEPTER!

https://www.guildwars2.com/en/news/profession-balance-goals-for-the-winter-2016-update/

Elementalist
This profession has seen a lot of defensive additions through recent updates and the addition of the tempest. In this iteration, we’ll be fine-tuning the defensive nature of the elementalist a little more and improving its offensive side a bit. To that end, Diamond Skin will see its first change in a long while, moving to condition removal (as is more thematic with the elementalist) rather than condition avoidance. In the effort to improve offense, Air grandmaster traits will be getting usability and damage improvements, while the scepter and focus will be receiving some positive quality-of-life modifications.

This Seriously NEEDS To Be Addressed

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Posted by: Yashuoa.9527

Yashuoa.9527

The following text in quotations I am about to post was written by someone else in a different post, but he hit the nail on the head so hard it shattered the space time continuum. This kind of BS needs to be fixed so kitten badly.

“well i’d like to see Scrappers absurd hammer damage coeffecients gone for good too.
Scrapper has MULTIPLE attacks on hammer that either have higher coefficients/damage than backstab or just around the same as backstab, and they all do something defensively as well. here’s a comaparison:
Backstab (something you have to enter stealth to access, then carefully position yourself to land for full damage, and only does damage; nothing else):
Front damage: 403 (1.2)?
Back damage: 806 (2.4)
and now scrapper’s hammer:
Electro-Whirl (6sec CD)
Damage (2x): 888 (2.2)?
Number of Impacts: 2
Number of Targets: 3
Radius: 180
Reflect Missiles
Combo Finisher: Whirl
Rocket Charge
Damage (3x): 1,212 (3.0)?
Number of Impacts: 3
Number of Targets: 5
Radius: 240
Combo Finisher: Leap
Evade: 1s
Range: 1,000
Shock Shield
Damage (5x): 1,010 (2.5)?
10 Vulnerability (5s): 10% Incoming Damage, 10% Incoming Condition Damage
Number of Targets: 5
Block Duration: 2s
Range: 170
Thunderclap
Damage (6x): 1,452 (3.6)?
Vulnerability (8s): 1% Incoming Damage, 1% Incoming Condition Damage
Stun: 1s
Pulses: 6
Interval: 1s
Radius: 240
Combo Field: Lightning
Range: 1,200
why is any of this, at any point, ok? who let this through the development process? why were skills with ridiculous utility also given ridiculous damage while weapons like Thief’s shortbow only offer passable utility at a steep cost of damage?”

The comparisons in threads like these dont really work.
You compare different classes with different abilities.

Its kinda pointless comparing backstab to engi hammer attack spells and even ones, which needs to hit multiple times for the full coefficient.
The cooldowns are not compared either.
Besides, thiefs have more spells than just backstab.

Different classes are different.

Thief has weapon swap.
Thief can teleport and up to higher ground, engi cant.
Thief has more cc on lower cd than engi.
Thief is more mobile.
Different defences.
Etc.
So Thief and Engi are different.
Their abilities are in a different context, because the classes are different.

Some hammer spells having an offensive and a defensive on them, has a positive and a negative to it.
Positive when you can attack while defending against something.
Negative when you have to defend against something, while you cant hit with the attack (meaning you lose your attack when defending).

Thiefs arent in a great spot right now but complaining about hammer in a comparison thread like this, doesnt work imo and isnt the way to help thief.

Elite spells change required

in Elementalist

Posted by: Yashuoa.9527

Yashuoa.9527

With the patch coming soon it would be the right time to give ele proper elites.

lol How many times have we asked for proper elites… like ten thousands times? Rebound is all they could come up with in a 50$ expansion so I lost all hope from that point on.

This time is more right than before.

A new expansion, new specs (elites), new builds, new balance.
They have seen a bit how the pvp and pve in the expansion goes in this season,
now its extra fitting to give us proper elites that fit well in all these changes.

More fitting than right before the expansion at least.

With the patch coming soon it would be the right time to give ele proper elites.

Sorry to break your bubble, but that’s never gonna happen.

With the absurd power creep introduced by HoT, fixing that issue should be their no. 1 priority anyways; I’d gladly see ele elite skill changes being pushed back when that means the base profession players I encounter during WvW roaming are no longer free loot just because I happen to run an elite specialization. I don’t appreciate pay2win, and if my ele could do without a proper elite skill for more than 3 years, I can easily do without for another 3.

Now even if they manage to do that (unlikely, given their track record and the very plausible scenario of power creep expansions being part of the business model), you still shouldn’t get your hopes up for any actual elite skill until they release the next ele elite specialization and with it the next elite skill.
FGS, GoE & Tornado have been in the game in pretty much their current incarnations basically since release, they won’t change anytime soon (read: never).
Rebound was rushed between two beta weekends and should have never made it past beta (not even past design phase tbh) in its current form; yet it did and therefor perfectly showcases the amount of kittens the devs have given about it; I do not anticipate any major changes to it any time soon.

Best we can hope for is some number adjustments and minor changes, like FGS #4 could use a range increase (1.200) and at the very least always travel the complete distance (afaik it currently only does if your target is in range, otherwise it will perform the ~600 range ‘sprint’ but not the ~300 range leap).

The ideas in my opening post are minor changes.

Most are number changes.
Some are adding already existing mechanics to an elite.

Nothing has to be pushed back for giving us proper elites.
It can be done both. Both the elites and other changes.
The elite spell changes are minor (if we exclude the part about a possible new elite).

Does unranked have mmr atm?

in PvP

Posted by: Yashuoa.9527

Yashuoa.9527

At times I get the impression that it doesnt, or that the mmr in unraked has a really really really wide range.

Minor Gyro tweaks that would go a long way

in Engineer

Posted by: Yashuoa.9527

Yashuoa.9527

Most Gyros wont work as long as they cant follow the engi well.
They need to be able to keep up with the engi’s speed and maybe even have a teleport to the engi or something like that, to not screw pathing.
Also they need to not die when sneezed at.
All of this at the very minimum.

Maybe most Gyros should become cosmetic (with the exception of Function Gyro, Bulwark and Sneak Gyro)
and previous Gyro abilities being fired/pulsing from the center of the engineer (like pulse and heal Gyro for example).

Would solve A.I issues.

Giving all the toolbit skills stunbreakers and an extra weapon slot “cuz gyro” is not a legitimate reason. All of these are far from minor tweaks.

Feel free to come up with suggestions how to improve my ideas and/or the current gyros.
Either suggestions to my ideas, the current gyros or both.

Btw they are minor tweaks in the sense that they are mostly number changes
and some stuff adding to them that already exists in game.

There is mostly no new mechanic or rework or such added.
Which would be bigger than minor.

If you go gyros in your utility slots, than you need stunbreakers, because you lose the ones that you get with some non-gyros.
For example if you use elixer gun and slick shoes at first (and both have a stunbreaker toolbelt) and you replace those with gyros, than you will still need to want stunbreakers.
So with that in mind having stunbreakers on more gyros than we currently have, would be logical. Maybe not on all, but on more than right now.

Maybe 3 gyros is too little an amount to unlock a kit.
Maybe 4 would be better?
I suggested the kit, to make gyros more popular.
Because we dont have weapon swap, going full gyro would result in 1 weapon and only utility slots left. Being rewarded with a kit if you go heavy on the gyros, would allow you to still have 2 weapons. One from your weapon and one from your kit and
this may make gyros more attractive.

You do agree that gyros need improvement right?
On top of that some gyros dont even work right now.

Which ideas from the opening post do you like?

(edited by Yashuoa.9527)

Can we knock 30s off arcane shield CD?

in Elementalist

Posted by: Yashuoa.9527

Yashuoa.9527

It does not contribute in any way to the bunker meta at least no more than shouts/cantrips, rather the utility would be helpful to those willingly to go the DPS route, therefore I really see no reason behind this outrageous CD (75s).

-No ele will pick elemental surge over EA to further reduce the CD
-It only blocks 3 attacks and provide good burst, there is loads of visual clue for the enemy

Pls reduce CD Discuss

A reduced cd would be fair.

Sand Quall vs Crystal Hibernation

in Elementalist

Posted by: Yashuoa.9527

Yashuoa.9527

Agree.
Good point.

Upcoming Changes for PvP League Season 2

in PvP

Posted by: Yashuoa.9527

Yashuoa.9527

Balance changes aside,
what do you do against toxic players?

Players who for example,
afk all game or most of the game
and who lose on purpose (not necessarily through afk).

That behaviour is kinda ruining the game experience for others,
regardless of balance.

Shredder Gyro? THUMPER GYRO!

in Engineer

Posted by: Yashuoa.9527

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Cant Queue as a Group of 4.

in PvP

Posted by: Yashuoa.9527

Yashuoa.9527

As a game design student I think about the queue system for this game a lot (could use a lot of work), but had one idea I wasn’t so sure about and wanted to hear other peoples opinions on.

What if you were not allowed to queue in a group of four?

IE. solo queues only placed against solo queues, no exceptions
duo ques and trio ques against each other, no exceptions
And full teams against full teams, no exceptions

If you had a team of four you could easily pug the last person on map chat, or just play with three, so this would not be an issue to me, but I was wondering the rest of the communities ideas on this?

This does increase que times though.

Upcoming Changes for PvP League Season 2

in PvP

Posted by: Yashuoa.9527

Yashuoa.9527

We’d like to encourage all of you to please keep sharing your constructive thoughts with us so that we can continue to make PvP Leagues (and PvP in general) even better together. From all of us here on the PvP team, we wish you all a happy New Year and we’ll see you in the Mists!

Happy new year as well.

Does this imply that you also look in the profession forums, where people have made constructive threads about changes for professions?

Or will those not be read?
Where do you want people to post their constructive thoughts?