(edited by Zelulose.8695)
Ya its pretty sad. A few bad choices and they lost million of players and million of potential USD
Lol idk if this is irony karma or a whole load.
If GW2 is dying it is sure taking it’s sweet time to die. People have been saying this game is dying for well over a year now and yet I still see plenty of people in HotM, even with qeueing outside of it now.
I remember when the full servers caused me to scroll down. That is no more. Just private arenas with 1-2 players and only 3-1 full servers.
There should never have been a support elite spec. Everyone should be a unique form of DPS with the ability to sustain themselves…
They also promised the players who pre-ordered beta this game would have no holy trinity. Apparently they cant even keep their business model.
Signet of the wilderness rarely is used for the active and both SotW and RoA have a large cast time.
I’m just pointing out that cc isn’t gg especially vs a player who actually know how to dodge cc and cast skills at the right time. Massive CC is one thing that does counter druid but most builds arn’t pure cc builds as it sacrifices allot of utility to go full blown cc except of-course in the warriors case. Pulm strike thief, for example, has to be very squishy to be effective and often dies in the process of killing the druid because druids have a team and a pet who arn’t cc. In a 1 vs 1 the temporary stabability is plenty to outlast the squishy pulm strike thief and take it down relatively quickly while kiting it while the stabability is down.
Also there is something wrong if a class with this much healing is not op in pvp. Either they need to tone down sustainability in general or they may opt out of balancing with an easy fix which noone will like…. That is… Make everyone impossible to kill in a 1 vs 1 so that only coordinated team can down them. This is such an easy cop out which I have a hunch they are aiming for. This would promote team play, prevent them from ever having to add dueling, and force every player who complains to receive not l2p., but rather, Teamwork comments about learning to play as a team. Again this is the direction they moved with the HoT release as many of the good players can stale mate on Druid, Chronmancer, and scrapper running dps or condition amulets usually the tired one just gives up.
I will post a hotjoin video of me manually clicking skills while eating lunch and not trying (might even walk into a wall cause I can lol) Just to give you all an idea.
(edited by Zelulose.8695)
" Condition remove really should prioritize poison>burning>bleed."
few problems with this:
1) Conditions would become overly manageable and therefore you would need less cleanses or stronger conditions. No matter the whine conditions still have to be lethal.
2) Non-thieves would then complain about overly long lasting control conditions. You could constantly then cover long cripple, weakness, vulnerability,chill etc etc with single stacks of bleed which is so common in the game on so many weapon sets.“With the power based damage from condition application skills, mathematically conditions are superior as long as they tick twice before removal”
Hit for hit its probably closer to 3~4 seconds because of how the different damage types work. Per time frame you will take more power damage than condi from respectively focused builds. i.e power burst lost 10k hp in 1s, condi burst lose 10khp in 3~4s.
lower priority cripple and chill and slow augments the effectiveness of these conditions and cripple would prevent the excessive kiting that melee classes are forced to deal with. If your verses a ranged class cripple is annoying but wont change much unless your melee. This would act as an increased benefit for those who want to stick to their target or those who simple want to kite their target. Increasing the effect of kiting/kiting prevention forces a player to think about positioning more carefully and think twice about getting hit by a chill/cripple skill. However, it is true that a change like this would upset the current meta and lead to more imbalance. But it still stands conditions need to be fixed to it promotes dying pvp.
The evidence of the the issues in pvp are clear with the reduction of pvp player-base. They wait too long to fix issues and people get used to it. This happened to elementalists. Their healing nerf was long overdue but it never came for years. Then they got nerfed after they power creeped everything. The elementalists community was not happy at all. If they want to fix an issue they have to do it while HoT is still young. A year later a nerf/buff to conditions will upset the community more especially since it will be a few players as most have left for other pvp games.
Ya incredible sustain and a boon version of the previously nerfed AR engi is a response to the condition power creep painfully visible with warrior condition burst.
There should never have been a support elite spec. Everyone should be a unique form of DPS with the ability to sustain themselves…
They also promised the players who pre-ordered beta this game would have no holy trinity. Apparently they cant even keep their business model.
It gets worse if they realize sigil of frailty is good condition cover as it apply 50% chance vulnerability on hit every 2 seconds. Condition remove really should prioritize poison>burning>bleed. so people don’t just cover it with one stack of vulnerability and maybe chill.
At this point you just trying to find fault either to troll or to make me look bad. Rampage as one and a signet can provide half a minute of stab-ability. on fairly short CD. if used correctly you can stop a flurry of cc and keep healing yourself and your team. As for skill clicking this game has been challenging enough for me to stop skill clicking. It is a spam based game at this point.
In any-case I still posted another video that you most-likely haven’t watched. I was prepared for the wow you face npc post so I added a video of a player besides myself using druid. He died once to a zerg that whole game.
(edited by Zelulose.8695)
It is true but you cant load up on cleanses and dodges you have to chose one or the other or a useless half of each due to a limited skillbar. Furthermore, Condition classes like power still does power damage. An in the case of hybrids is even closer to the same damage found in power builds. Conditions regardless have two elements to defend against to the point where a power build that naturally has conditions in its build will kill because of the conditions moreso than his power even though the conditions are doing half the damage which is actually still quite a bit.
With the power based damage from condition application skills, mathematically conditions are superior as long as they tick twice before removal when using a spam able condition class and trust me they always tick at least once before removal unless your scripting or cheating in some way.
(edited by Zelulose.8695)
But it is worse when there is condition class stacking. You can’t cleanse it all.
Can you mitigate all power damage forever from multiple sources?
The thing is if you remove class 1 condi class 2 then applies theirs
If i mitigate power damage from class 1 then class 2 then comes in and does more power damage to me.
This is stupid because power is different than conditions. Conditions have a standardized set of damage all bleeds do the same amount regardless of armor class or anything. Power is class and skill specific. Some skills do little damage other skills do more damage. With most power builds there are only a few Significantly large damage dealing skills. With condition it is often a matter of auto attacking allot or spamming cc/one skill if your ai dont apply the conditions for you. Power varies so it is not an accurate comparison to conditions. You can mitigate a warriors Eviscerate and dodge a whooping 7-10k while ignoring 1.3k a.a though kiting. You cannot stop a scepter necromancer with one skill from a.a with scepter as it is not only ranged but apply its effect in stacking blocking it for 2 seconds means nothing. This is a huge difference. Also notice most condition classes are ranged or have massive amounts of cc making it fairly easy to spam. If all the power builds were ranged and all the condition builds were melee things might be different.
(edited by Zelulose.8695)
They do have allot of stabability… CC will kill them but not immediately. They have at least half a minute where they can be cc immune. which is only down for the next 28 seconds. (assume no increased boon duration)
I also wan’t to point out if you deal enough damage to kill that much healing without cc (Rev for example) your taking multiple hp bars down which any class besides rangers wont be able to take. This is why I talk about rev. damage. I have seen them insta gib anything 16k without toughness. That means all mard thief are insta dead. Using a broken class is a poor comparison to prove druid isn’t op.
Also, telling me a class can be rock paper scissor countered is cliche. Obviously you can counter build anything but the question is if that counter build is effective in a team setting. You might be thinking 1 vs 1 in terms of their strength.
(edited by Zelulose.8695)
The thing is if you remove class 1 condi class 2 then applies theirs. By time the team has cycled their condition application you’r out of removal and even if you did remove them your basically taking short condi burst in the interval before removal.
If you look at my post history I’m honest I state what I see is wrong with the game even if it hurts my current build set. I doubt you would call to nerf your builds because unlike me. Your greedy and don’t enjoy winning a challenge.
(edited by Zelulose.8695)
But it is worse when there is condition class stacking. You can’t cleanse it all.
Ya. Class kinda does carry. I still cant get over perma evade thief pve tho. Its so easy. And the better a player you are the more op it is in pvp.
I showed another players gameplay If I posted my own you would likely troll me so I showed druid strength from another players perspective (less bias). Now you can look at the second post and watch druid in pvp. I’m saying its too strong and the video shows him outhealing. Where is your video evidence that druid is weak?
Ya chronomancer and condition warrior are stupid easy to play right now. Even worse is condi thief…
(edited by Zelulose.8695)
Sure playing druid takes allot of skill…
Definitely a +1 please add.
I’m very aware of other sustain based 1 vs 1 builds but this is aoe healing for the most part. If you stack 2 druids the healing goes up immensely. This kind of sustain forces every other class to play slightly tanky because no strait dps build is guna kill it before dying. I’m not saying I haven’t found a way to counter them. I posted a second video of another player so you could see Druid healing in pvp vs players.
I’m a mesmer main so I can counter-build any class right now. I’m just generous and I call out things that need a fix to make pvp more skill based. Things like perma evade D/D thief or staff thief. Things like chronomancer/inspiration mesmers. Things like Revenant damage which is fine given they don’t last so long. I even call out my own main class. But all I hope to have is pvp based on skill so it brings players who get get face-rolled by a copy and paste counter spec. I have also noticed that aside from rev. A good mesmer/druid/scrapper often stale mate 1`vs 1 with their pvp build and their team builds and even if one does win it is 4-5+ minutes later or almost half a game.
Oh I forgot to mention the condition warriors that need a defensive or condition burst shave.
(edited by Zelulose.8695)
Read my more recent post above… There is a bit more to clarify however, Rev. can use a nerf to damage or sustain either way but not both.
(edited by Zelulose.8695)
You forget the now nerfed ele has to deal with this. Rev is already strong along with mesmer. I’m not sure why you said necro though. This build has allot of condition removal traited and in my utility and through various skills. Whats more I had 3 evades at my disposal 1 invouln and two dodges It’s not dying anytime soon unless you have a party with one full glass player that’s why I posted the second video. This is just dumbed down easy play.
Lol I can use any heal I wan’t to at this point.
Post another video with a different class doing the same thing I just did without using dodge or blocks or evades and sitting there for 5 minutes. And then you can talk about me taking npc. If you watched the video. I pointed out I faced NPC because they wouldn’t run from me. I wanted to show I can out heal damage permanently No energy bar needed.
Don’t know this player but he did a good job. Sadly I’m using his video as an example.
(edited by Zelulose.8695)
We were promised no holy trinity since beta and I’m sad to see it change. Druid is like a monk that deals damage.
I promised I would upload a druid video and here it is after they removed cleric amulet.
Please balance our pvp we don’t even have to dodge anymore. (And yes I was staying alive in this video to show I could outlast them but the build does do allot of damage)
(edited by Zelulose.8695)
I dont really think they need a nerf. It’s just allot of people have been complaining in game. I’m just stating an observation. Guardian doesn’t need a nerf only Druid , scrapper, and Chrono need a nerf to sustain.
This is a great idea. It could power creep runes and sigils so the Devs have more impact on GW2. For example they could add a sustain reduction sigil and rune. Furthermore, they could add addition stats for healing reduction on amulets. Then they could balance everything without the guys who fix up our skills.
Guardian will probably get a nerf and hopefully a sustain nerf with follow across the board.
Oh please no, No more elite specs. Just give us more skills. (New skills can’t unbalance the game more at this point)
Don’t worry D/D daredevil perma evade is worse with them lotus daggers flying everywhere.
But what if he is actually part of this controversial, mysterious balance team? We technically have no concrete knowledge of who is doing the balance. They need to let us communicate to the people involved and those involved in actual skill balance need to be the ones responding to us. Not the messenger boys who currently do.
My team just (3 vs 1)‘ed a druid. two of my team mates got killed by a sync burst with that ranged pet. I just ran cause I knew he out-contested the point vs mesmer. We won but that druid never went down and almost carry game. I’ll post a video of this druid nonsense soon.
This is the day I call power mesmer nonviable. Shoulda ran condi…
At least engineer had a threshold. Warrior doesn’t even have that and they get perma resistance. This is a 100% to all strait condition builds preventing player from winning without a shadow of a chance. Also it is constantly reapplied so boon stripping doesn’t stop it.
I hate to call out warrior on this but I just stacked 50 seconds of resistance which is more than enough to keep it up 100% of the time.
Dmn it man…there is such a thing as boon rip and corruption which is pretty common on condi builds. I get the sense you havent been playing pvp competitively too long, you should try things out for for a few months before calling things OP
It’s not op just a hard counter to certain condition builds. Even a countered build should at least have a chance to kill its target but that is not the case for the condition builds out there which dont have any boon steal except sigils.
At least engineer had a threshold. Warrior doesn’t even have that and they get perma resistance. This is a 100% to all strait condition builds preventing player from winning without a shadow of a chance. Also it is constantly reapplied so boon stripping doesn’t stop it.
I hate to call out warrior on this but I just stacked 50 seconds of resistance which is more than enough to keep it up 100% of the time.
We have decent quick burst but not sustained burst it makes sense. poke for 5-10k end it with a spike of damage before they heal. That is how mesmers have played and will play.
No! Then Mesmer mains cant stand behind illusions to avoid burst lol.
I warned them that after sustain went away DH would steadily get stronger. Yet sustain has to go. DH damage will be toned down eventually.
Ya revamped DH is a bit too strong right now. But dont forget Revanent. They have blocks evades energy regen and perma protection/regeneration if they feel like it. They could use some toning down as they already have 2 healing skills to boot.
No season 0 was the best when you could trait 6-6-2-0-0 and play different specs without being one shot. The thing limiting specs is sustain. Mesmer now has to trait inspiration or they can’t survive at all due to squeamishness. They wouldn’t need sustain if classes like druid didn’t outlast them. If a mesmer could burst a druid down before dying sustain wouldn’t be necessary on mesmer.
Ever ask why we have more passive play now? because we are forced to trait the passives and get 4 extra trait points to make (6-6-6)-0-0
It is ridiculous how they expect a pvp player to use skills on 240 second CD. It means the skill can only be used once in an even fight on average. While warrior now has a skill on 20s CD its like they have an extra weapon slot. Note the new elite skills have lower CD.
I have made a conclusion. The original team behind changing our skills is different than the team for HoT. Because the aspect of the game radically changed from traits to CD to everything. If I’m right we need to ask them to higher the old team.
Just had a team 3 vs 1 a guardian that lasted 3 minutes and put out some crazy damage. They will definitely see some competitive play if they arn’t nerfed.
I mean this is a shout out to all my brothers and sister in PvE, WvW, and PvP who use multiple builds for multiple bosses situations or matches. Remembering them all and manually reloading them is annoying.
I’m sure many players are with me on this one. This isn’t technically a complaint its a request backed by the whole community.
The next nerf will probably staff skill 5 if it’s a damage nerf, but I’m hoping they keep their damage and nerf sustain instead.
D/D is kind choppy to use right now but so is s/d flanking strike.
lol. pistol whip is even more choppy. Flanking strike is pretty smooth imo. Depends on how you combo it.
@OP I don’t agree with a shadow step mechanic.
It’s been discussed over and over again. The problem with death blossom is that its uncontrollable. If it were just a straight line dash rather than the bounce, it could have a variety of uses, and help solve a problem that d/d has which is mobility.
Changing it to have function shadow step will just make it a battle between what’s better DB or SS between d/d and d/p. Where one set loses out solely because the other has better utility.
The worst part s if you click it right after you use it you cant change direction. And yes PW is very choppy. I want to take the stun out of the skill. It would be faster cleaner and look cooler in succession. But sadly noone uses PW as it isn’t very viable and doesn’t deal enough damage while being overly predictable causing a defensive sacrifice everytime you use it.
(edited by Zelulose.8695)
Ya if they nerf all the defenses revenant has so they arn’t so tanky vs power/projectile specs they can fix the bugs along with the patch. Will play S4 but I await S5
Druid and scrapper are low skill. But warrior is not. They are low skill tanks but not low skill play.
LoL it was their brilliant idea to give them a celestial form with nothing but healing skills and a trait-line with passive healing and a weapon with healing.
Core ranger was tanky enough. It’s like Druid was their equivalent of the monk from GW1.
D/D is kind choppy to use right now but so is s/d flanking strike.
This is a good idea
They didn’t fix guardian for high level play.
It lacks mobility, and any coordinated team isn’t going to stand in the traps, or fail to provide stability for one another, will pick it apart.
The mobility it lacks gets hit pretty hard when they try to contest a side node, because it’s easy for the class to run out of cooldowns very quickly, and not be prepared for a 1v2 scenario. Without that mobility, it has a harder time running away.
Only thing I agree is the ability to run out of cds fast. But if moderated, we can really perform well in team fights.
F2 & F3 changes absolutely help our survivability in competitive play. We can now quickly counterplay a burst when before, these two virtues hilariously got put on cd too easily.
Guards sustain quite well on side nodes. I’m talking long enough where if it’s not their node, there’s no point in assaulting it. Also, Shield#5, Hammer’s Banish, Hammer#5, LB#3 knockback, all have the potential to turn a node to neutral. It’s almost a definite vs Rangers, Engi, Ele, & Necro on point.
Mobility, that has always been more of a QoL issue in SPvP. WvW though, that’s a different story.
They have swiftness they have multiple leaps they can bring their fine on mobility and if they are arriving to a point that’s being decapped they have even more teleportation they can do. It is a trade off. Mobility or Build strength or in some cases, all it costs is skill cooldown.