Still remember the days when hammer and longbow were considered the god-tier weapons for warrior and greatsword was pretty much useless trash in PvP.
Anything that is not the top tier build/weapon is “useless trash”, even if it is actually fine; Anet just introduced something more OP that took over it.
Much like how people complained about reaper being trash, it didn’t become used for a while and now it’s suddenly appeared.
Same for condi mesmer. Used to be a troll build that couldn’t cap points due to its reliance on stealth. Lo and behold, condi mesmer is a thing now.
I’m telling you you are bad on thief in PvE if you can’t run staff.
You can’t even run greatsword glass necromancer without getting 2 shot by Axemaster in DS if you don’t know what to dodge.
I mean it takes a modicum of intelligence to know you can actually bother to shoot for the archers instead of being the average kitten who sits on the pile of mobs getting constantly downed by the sniper trails overlapping.
And who balances this game for braindead open world PvE anyways?
You balance for dungeons and raids.
Unfortunately the test-golem does not fight back.
While the dps-thief gets two-shotted by many HOT trashmobs, the dps-reaper can solo most HOT champs. It’s all about preferences.
I’d like to see the thiefs dps in a real fighting scenario. It should drop significantly. Ele at least has ranged attacks.
What an ignorant comment.
Maybe your bad thief gets 2 shot because he can’t use the 6+ dodges available to the class, not including the built in evade frames on staff attacks.
Nothing to debate here, DH is undoubtedly the most skill-devoid low risk & high reward profession in the current meta. Sorry, that’s just a fact proven by the droves of FotMers flocking to it.
Yes, it can be countered at higher levels of play, especially in team play, I fully believe this to be true…but that in no way makes up for the fact that DH absolutely dominates low and mid ranks, and makes the game highly unenjoyable when facing stacked DHs without DHs of your own. (Yes, that’s when I swap to DH too. Yeah me! It’s currently complete braindead garbage EZ mode. I have no clue how to play a DH and yet I can succeed more so than with my main that I’ve played since beta.)
And to whomever said DH is weak to Conditions either doesn’t know how to play a DH, or has a very different definition of a “weakness” then any non-DH profession has.
You took word out of my mouth/fingers. Nothing against DH at all, and I’m not saying ppl who main them are trash or anything of the sort, but it’s as braindead as they come in this meta. It has everything a pvp meta build needs in spades practically except maybe team heals. DH hands down brings way more to a team than War, why are ppl even arguing that? Kite out War’s EP and it should be GG saying skill is equal. I’m not complaining about DH at all, I play everything. Just my 2 cents for this discussion.
lolololol
Warrior is the class with the second highest mobility in the game, second only to thief.
Good luck kiting a warrior as a necromancer, guardian, revenant, or even engineer.
Warrior even craps on mesmer.
So by kiting out you must mean either druid or thief because nobody else can kite a half competent warrior.
lol, people want the hammer to reach the level of GS when the problem is the current power warriors have with GS.
Power creep at its finest.
Next a thief is going to complain about shadow arts traitline because it’s not as powerful as the traitline that has pulmonary impact on interrupt.
In case you didn’t notice, hammer was nerfed for a reason. High damage on a CC weapon is absurd.
PvE balance in this game is a joke.
Having RO give 15% attack speed to everything wouldn’t actually buff raid Reaper. Similar increased attack speed traits from warrior and mesmer don’t stack with quickness.
There is that “balance problem” of Necros are “tanky” and shouldn’t be able to do as much as squishy classes. I don’t personally believe that it should hold the class back but this idea is exacerbated by two traits that give 50% crit chance which frees up a stat to be vitality instead of precision.
GS trait do 10% more damage and 20% CD while wielding a GS.
Dhuumfire also gives 10% more damage to burning targets on top of burn on RS/DS1.Both would be mutually exclusive with the 50% crit chance traits which would force max power DPS to go full berserker. PvE raid DPS has burning from other classes. PvP/WvW Dhuumfire goes with a hybrid amulet like carrion. 50% crit chance traits still remain a viable alternative in open world and PvP.
21% more damage to 27k = ~32.7k
https://www.youtube.com/watch?v=w4sXFsow6rM&feature=youtu.be
And this is outdated as there were more GS buffs? and I vaguely recall hearing 28k for power reaper? So the numbers should be ~34k? That puts it at a pretty competitive spot against qT benchmarks, especially given how easy the rotation is. Not fair to call Chilling Nova and Chill of Death worthless when all it takes is 2×10% modifiers to make power reaper worthwhile.
Necromancer is no more tanky than warrior or revenant.
They’re the easiest targets to train down by far because their self healing sucks and all death shroud does is delay the inevitable while also nerfing your damage and denying you access to utilities.
Considering reaper shroud needs buffs as well for PvE, it does pathetic DPS despite being a resource you build up.
The team utility is their ridiculous cleave and burst paired with low cd CC.
Utility is anything that helps you perform a task. Many people don’t see damage as utility when it is in fact the most universal and powerful utility one can have.
DHs also bring ridiculous cleave, ridiculous burst (mostly aoe or piercing for that matter), low CD CCs and on top of it team heals, team stab and aoe blocks (which wars don’t bring).
Said guardians don’t rotate as well however given they have neither rush, whirlwind, or easy access to swiftness on their build.
Guardians give up mobility for boon support.
These guardians are also much easier to focus down as well because their only defenses are single aegis blocks and there’s plenty of classes with block ignores.
Guardian condi clear also comes tied to their stun break utility and is on a hefty cd and removes one round of conditions, not making you immune to continued condi pressure.
let’s completely ignore the fact that dhs have leaps and ports…. on top of unblockable pull…. war doesn’t have neither portals nor unblockable pulls
Those teleports require a kittening target, same as revenant ports. They’re not shadowstep or any mobility which does not require a target.
lol, only 4 seconds of endure pain. The guy clearly doesn’t play a warrior because if he did he’d know Last Stand extends that by 25%, is on the same traitline that also triggers endure pain a second time at low health, and that same traitline automatically applies another stance that stunbreaks.
Guardian utilities don’t even heal baseline, f2 is not an invulnerability — it’s a frontal block, and sword doesn’t even block, it destroys projectiles which most of the meta classes don’t even use since most meta specs are melee to begin with.
The ultimate is a channel that also has you doing nothing while you channel the immunity, much like warrior shield stance which is only a 25 sec cd.
The team utility is their ridiculous cleave and burst paired with low cd CC.
Utility is anything that helps you perform a task. Many people don’t see damage as utility when it is in fact the most universal and powerful utility one can have.
DHs also bring ridiculous cleave, ridiculous burst (mostly aoe or piercing for that matter), low CD CCs and on top of it team heals, team stab and aoe blocks (which wars don’t bring).
Said guardians don’t rotate as well however given they have neither rush, whirlwind, or easy access to swiftness on their build.
Guardians give up mobility for boon support.
These guardians are also much easier to focus down as well because their only defenses are single aegis blocks and there’s plenty of classes with block ignores.
Guardian condi clear also comes tied to their stun break utility and is on a hefty cd and removes one round of conditions, not making you immune to continued condi pressure.
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The team utility is their ridiculous cleave and burst paired with low cd CC.
Utility is anything that helps you perform a task. Many people don’t see damage as utility when it is in fact the most universal and powerful utility one can have.
A simple nerf to the healing of Purification will do wonders to help balance DHs. The biggest problem is how much sustain they have with their insane burst. You can’t kite one that knows when to use teleports (By the way, what the kitten is up with teleports being on such short CDs?), and so many skills do unnecessarily high damage. Smite Conditions is a bit too bursty and it only makes sense for it to do damage when it cleanses instead of just doing more when it does. Plus the skill heals for quite a bit without healing power.
Other problems I see is the Longbow AA does way too much damage for a ranged, bouncing/crippling AA, True Shot has way too short of a CD and will eventually hit for insane damage, Deflecting Shot can be an unblockable knockback on a very short CD. The other two skills are AoEs or can be dodged easily enough. My suggestions are to nerf the AA damage, and increase the CDs on True Shot and Deflecting Shot to 6 and 15 seconds respectively. Then go ahead and nerf other professions too because DH isn’t the only OP one. You brought Revs down to a level that requires skillful play to succeed. Now do the same for everything else.
Longbow AA is pitifully weak, what the hell? Jump on your ranger or warrior and try out their longbow autos.
Guardian longbow damage is all in the LB2.
“it has decent health”
tfw the lowest health pool base is “decent health”
Yet meta DH only has 2k less health than meta warrior, who has the highest healthpool in the game. That’s quite an accomplishment lol
Comparing apples to oranges much?
That 2k diff comes from Dh taking marauder which has 5600 hp more HP than Zerker amulet that Warrior takes.
Like I mentioned before, the big difference is they don’t even have to invest in healing power to heal well. So imagine cutting that close to warrior stats except more blocks, similar damage, similar healthpool but also have great healing power with a marauder amulet. They don’t have to sacrifice anything lol
You can’t be seriously suggesting that marauder is comparable to zerker in offensive output.
Go into the raid training room and try out a set of marauders vs set of zerkers and see what DPS you get. Come on, people.
Warrior has the best kittening healing in the game. How can you say with a straight face that healing signet+ adrenal health isn’t the highest sustained healing in the game.
9.6 seconds of complete physical immunity via endure+defy pain, 9 seconds condi immunity, 9 seconds of stability and built in automatic stun break from last stand.
On top of 3 seconds of block from shield stance.
Don’t make me laugh.
Warrior can run zerker amulet because of all the innate defenses and high base HP. DH can’t.
Warrior and thief are virtually the only classes who can run zerker amulet in meta.
To hell with warriors complaining about DH.
Warrior is a direct counter to DH and pretty much every other class out there.
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A warrior called i made muffin from NSP is really good. Dont think that the best players in the game are in spvp,cuz they dont.
In WvW there’s too many things to break a build to consider dueling there remotely legitimate.
There are axe+/mace+hammer warrior builds that work incredibly well in WvW due to the way you can stack stats on top of food and certain runes and sigils that simply are not available in spvp.
The permastealth thief builds in WvW are broken compared to the builds in spvp as well.
In general thief and warrior are a lot more broken in WvW alongside PU condi mesmer than their variants in spvp.
Thanks to the usage of pve gear and food, glass thief can couch a lot of its inherent weaknesses that could usually be exploited in spvp.
Which is why WvW is swarming with thieves, PU mesmer, and warrior roamers.
The ability to stack 100%+ crit damage bonus (instead of the 60% cap in spvp) does a huge up swing for power builds.
WvW also has condi reduction food that allows warriors to become virtually condi immune in WvW.
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Glint has no costs to its actives because it has costs to its passives.
Glint is not mandatory for the passives.
Glint is mandatory because without it you miss out on 9-12 might, perma fury which boosts you to 80%+ crit with roiling mists trait, and the access to the only movement speed rev has in the game — swiftness.
Just 9-12 might for yourself and the group is huge. Boons are an immense power source in this game.
The revenant used to have high base damage and coefficients on mainhand sword so going without boons was bearable.
After nerfing mainhand sword and hammer, however, the numbers are pathetic if you don’t have boon stacking. It’s why Glint will always be used over other legends.
You can’t exist in this game without boons. Boons are too important to perform.
If the staff doesn’t offer DPS, it becomes a niche weapon that forces the revenant to choose between the ranged capabilities of the hammer or the mobility and DPS capabilities of the mainhand sword.
Let’s be honest here, pretty much every nerf to rev has been PvP motivated since they don’t bother to split balance changes except for a few rare cases.
sPvP has been the greatest single source of classes getting wrecked.
The hammer nerfs and facet of nature were primarily wvw focused nerfs.
And the autoattack DPS, unrelenting assault nerf, staff and phase traversal nerfs, and offhand shield nerfs have all been the result of spvp.
WvW is PvP, btw. Just even more broken since stats are not even capped and consumables are usable.
There’s not much you can do against a half competent thief.
They will keep disengaging on you until they run you out of defensive cooldowns and shroud and then come in for the kill.
The thieves you kill are the ones who are impatient/dumb and will all-in you when you have full shroud and cd’s.
The problem is they can simply harass you with shortbow and all they need to worry about at a distance is dodging your marks which is easy enough for them, and since necro doesn’t have any good ranged weapons on a power build they’ll get you to like 60-70% and go in for the first burst attempt.
Thief and warrior are necro counters, they have the strongest burst in game and the best damage evasion tools.
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Chilling Nova despite just being useful during breakbar periods, which are tiny portions of a fight and whose procs are not exactly in your control, has been constantly nerfed as usual by sPvP centered balancing in this game.
I am pretty sure it does damage, so it is also useful outside of breakbar periods…
Infact the extra damage is probably the reason you take it in the first place.
The damage is pretty marginal. It’s like a power ranger taking the sharpened edges trait that causes bleed on crit because there’s no better option.
There’s a reason power reaper sucks so bad in PvE and condi reaper after the nerfs is lower middle of the pack.
Its actually more dps then the chill of death trait from the spite line and that trait is a master trait.
Major, not master. And that is also a bad trait.
Well its a major master trait, so master isnt wrong^^
And no it isnt a bad trait. Its pretty good for pvp. And for pve it is still best in slot.
Best in slot because there are no good options is not really a ringing endorsement, is what I’m saying.
Best in slot doesn’t mean much when power necro isn’t even bothered to be included in the qT DPS benchmarks because it’s so utterly deficient.
Chilling Nova despite just being useful during breakbar periods, which are tiny portions of a fight and whose procs are not exactly in your control, has been constantly nerfed as usual by sPvP centered balancing in this game.
I am pretty sure it does damage, so it is also useful outside of breakbar periods…
Infact the extra damage is probably the reason you take it in the first place.
The damage is pretty marginal. It’s like a power ranger taking the sharpened edges trait that causes bleed on crit because there’s no better option.
There’s a reason power reaper sucks so bad in PvE and condi reaper after the nerfs is lower middle of the pack.
Its actually more dps then the chill of death trait from the spite line and that trait is a master trait.
Major, not master. And that is also a bad trait.
It’s a really poor idea to compare necromancer traits considering most of the traitlines have abysmal traits for the purposes of PvE DPS. The only good ones we have are the minor for % damage increase in soul reaping, and the 20% extra damage under 50% health.
Play a thief or ele and look for number of damage % or crit damage % increase traits and weep, on top of their much higher base weapon values.
It’s kinda outrageous how close vault is to gravedigger (and vault gets outdps’d by staff autoattacks anyways) and it’s a skill that can be chained 3 times in a row and has evasion frames and a built in leap while grave digger actually makes you vulnerable instead and has a ridiculous aftercast.
Warrior and Guardian greatswords also put out better DPS and more reliable burst on top of the massive group damage increase utility warrior brings to a group and the group defense/cc a guardian brings.
Chilling Nova despite just being useful during breakbar periods, which are tiny portions of a fight and whose procs are not exactly in your control, has been constantly nerfed as usual by sPvP centered balancing in this game.
I am pretty sure it does damage, so it is also useful outside of breakbar periods…
Infact the extra damage is probably the reason you take it in the first place.
The damage is pretty marginal. It’s like a power ranger taking the sharpened edges trait that causes bleed on crit because there’s no better option.
There’s a reason power reaper sucks so bad in PvE and condi reaper after the nerfs is lower middle of the pack.
In PvE, just use Chilling Nova or Augury of Death. Both work well for Power builds.
Both work the least kittenty. They’re still garbage traits. Who the hell uses shouts in PvE anyways on a power build over wells and signet of spite.
Shouts have been terrible for PvE since we started complaining about them during the beta weekend events.
But it’s Robert Gee, and Robert Gee just like with the crappy mesmer interrupt traits designs for PvP first and PvE is an afterthought to him.
Chilling Nova despite just being useful during breakbar periods, which are tiny portions of a fight and whose procs are not exactly in your control, has been constantly nerfed as usual by sPvP centered balancing in this game.
Plus the trait is fine as it is. Its already one of the move powerful movement impairing condition reduction traits in the game.
Which is something you don’t need in PvE…because there’s very little source of movement reduction and whatever there is is quickly cleansed.
My suggestion for the speed boost is one of many. I’d love a DPS addition since Reaper as a tratiline is a steaming pile of garbage with no % damage modifiers and miserably bad traits, many of which are also redundant in group PvE play.
Part of the reason why power reaper is bad in PvE and condi reaper isn’t that much farther ahead.
How reaper didn’t get a +10% damage vs chilled foes, I do not know.
The same terrible rationale that gave us the horribly useless Shivers of Dread minor trait.
Plus the trait is fine as it is. Its already one of the move powerful movement impairing condition reduction traits in the game.
Which is something you don’t need in PvE…because there’s very little source of movement reduction and whatever there is is quickly cleansed.
My suggestion for the speed boost is one of many. I’d love a DPS addition since Reaper as a tratiline is a steaming pile of garbage with no % damage modifiers and miserably bad traits, many of which are also redundant in group PvE play.
Part of the reason why power reaper is bad in PvE and condi reaper isn’t that much farther ahead.
25-33% movement speed on top of the trait would make it good in PvE.
Move speed traits are overly abundant on necro and unneeded.
There are currently 3, the dagger trait, speed of shadows and the signet.
A dagger you don’t use if you have access to greatsword and which necessitates blood traitline (and the trait itself is useless since lowered cooldown on dagger is pretty bad when the valuable part about dagger is its autoattack).
Speed of shadows which necessitates using the deficient reaper shroud, which is a DPS loss to simply camping greatsword (and competes with a more valuable trait), and a signet whose only use is in the passive.
Meanwhile, in the reaper traitline all the adept traits are pretty terrible for PvE so choosing Relentless Pursuit is nowhere near as large an opportunity cost.
I don’t mind trenchcoats, but I do mind the total inequality in terms of form-fitting/sexy leather armors that males don’t have in this game compared to females.
What’s worse, as in the case of luminiscent armor, the males actually lose details and flairs and receive a more plain version. Where there was naked skin of females males are put in a burqa covering all flesh.
Somebody thought butterflies on shoulders wouldn’t fit for men (as if insects had anything to do with gender, guess mesmers didn’t get that memo).
OK, no butterflies for male shoulders. Why not replace them with dragonflies or hercules beetles instead? Why simply remove the detail and give males a completely stripped down version?
This game designs its armor primarily for female characters, and it’s really aggravating.
If you think condition damage is too strong, you haven’t played WvW against a zerg made up of a 4+ guardian frontline on top of a couple of front and backline ele.
There’s a reason why staff ele reigns supreme still in WvW zergs, and why the majority of roaming specs (staff/dp thief, zerker GS warrior, zerker DH, power hammer scrapper, power staff/longbow ranger outnumber the condi mesmer and condi necro specs by far) are not condition specs.
Let’s be honest here, pretty much every nerf to rev has been PvP motivated since they don’t bother to split balance changes except for a few rare cases.
sPvP has been the greatest single source of classes getting wrecked.
25-33% movement speed on top of the trait would make it good in PvE.
If you don’t need the healing of flip-over skill, you could just not use it though. And I’m not a fan of low-cd CC skills with no build-up that also happen to do high damage.
Difference being the staff has no sustained damage whatsoever because its autoattack is terrible.
Unlike thief who has the highest autoattack DPS in the game while spamming head shot coupled with Pulmonary Impact.
1) Cooldowns. They shouldn’t be there. The big appeal – supposedly – of this new class was providing another non-cooldown driven one, like thief. But giving players a choice other than thief if they prefer that style.
I’m pretty sure rev has cooldowns specifically because they learned from thief.
If revs had no CDs there would be no good reason to not just spam unrelenting assault until the target dies.
And really thieves ought to have CDs.
Weaponskills should have cooldowns but no energy costs. Utilities should have energy costs but no cooldowns.
Simple.
Legend swap should honestly give a full energy bar.
Buff unrelenting assault by 15% and autoattacks by 10%. UA is now worthwhile to cast instead of autoattacks.
Either way rev damage in large scale fights is trash because sword 2 and 3 are diluted across targets. They should just make it a single projectile with the maximum damage on sword 2 and it can shoot up to 3-5 projectiles, 1 per target so it’s an aoe skill as well.
Also fix the fact that rev can’t run without glint because there’s virtually no way to generate might or fury reliably without glint, and rev base damage isn’t high enough like thief or ele to not have good access to might stacking to do damage.
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Ele skills also only cause cooldowns. They don’t share the same resource cost.
So, again, it doesn’t matter how rev has 2 utility bars when all said utilities cost energy and so do weaponskills. While also having cooldowns limiting said skills.
Unlike thief who also get extra initiative regen via traits, revenants also have no good traits to help with energy management.
Plus revenant utilities may be swapped like elemental attunements, but unlike elemental attunements they SHARE A RESOURCE COST on top of their cooldowns.
It’s like initiative with thieves being shared through weapons, except thief weaponskills, damage, and class mechanic with steal are far superior in numbers and cost.
A thief can still autoattack for insane amounts of DPS when out of initiative, and initiative regens faster for teleport weaponskills than phase traversal does.
Revenants also not only need to dump energy on weaponskills, but on utilities, so it’s a much worse system than thief initiative because initiative costs only exist on weapons and not utilities.
Weaponb damage is also largely tied to weaponskills that cost energy since their autoattacks were heavily nerfed.
This has been a well known fact since forever. The underlying truth is that the game is balanced around 5v5, and although WvW does get some specific balancing at it’s core the game is still a 5v5 game. And pets (and any other minions) scale badly beyond that.
We can still roam. We can still duel. Hell you can still zerg, be of some use and have a ton of fun while you’re at it. But the core problem will never ever go away.
I also noted that most of the pet recommendations tend to be the highest single target pets, rather than, say, the lizards with their nice cleave and aoe attacks. It’s not amazing — the three or five targets that, eg, melee weapons get — but it’s certainly more than nothing.
Have I missed something there, where preferring cleave in large group fights isn’t as useful as I think?
Drake autoattacks for 700-800 damage, it’s pitiful.
What’s the tiger AA damage, though? Single target 1.2k? That’s half the damage output in a group where the drake hits three targets, right?
Yeah, but the tiger has burst where the drake is doing lowly sustained damage across 3 targets. Before they die immediately, of course. Drake can’t even finish its breath cast before it’s dead.
Pets are garbage, really. This game has the worst system for pets of any MMO. No AoE immunity across formats, pets don’t inherit stat boosts from gear or consumables or runes or sigils, and the worst part is you can’t even control the set of abilities a pet has.
I’m still not sure why mesmer phantasms scale with mesmer gear and consumable bonuses (because they scale off the mesmer stats) but our pets can’t.
More importantly, our godkitten ed pets need us to invest in a trait so they can benefit from the boons we gain, it’s asinine.
The 50 sec cd timer on pet death is the worst design decision for pets they’ve made so far, and it’s all because of spvp.
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I have a new idea:
Bring the Crystal Dragon Wings back so I can buy it ;(
This has been a well known fact since forever. The underlying truth is that the game is balanced around 5v5, and although WvW does get some specific balancing at it’s core the game is still a 5v5 game. And pets (and any other minions) scale badly beyond that.
We can still roam. We can still duel. Hell you can still zerg, be of some use and have a ton of fun while you’re at it. But the core problem will never ever go away.
I also noted that most of the pet recommendations tend to be the highest single target pets, rather than, say, the lizards with their nice cleave and aoe attacks. It’s not amazing — the three or five targets that, eg, melee weapons get — but it’s certainly more than nothing.
Have I missed something there, where preferring cleave in large group fights isn’t as useful as I think?
Drake autoattacks for 700-800 damage, it’s pitiful.
People think pet damage is good but only because it’s 15-18k HP toons being hit by pet burst skills, not their sustained DPS.
The problem is they piled all the boon generation onto Glint, and since might, fury, and prot are pretty much mandatory to perform, you’re stuck with glint.
Then, you don’t have an option if you want to have a stunbreak. Your only otehr legend with a reasonable stunbreak is Shiro, and is the only legend that gives you mobility and quickness as well.
Ventari is trash, because staff as a weapon is trash. Its only good skills are staff 5 and staff 3. The rest cost a ton of energy, as do the ventari utilities. The staff auto damage sucks and the orbs it spawn heal for nothing.
Mallyx only has one available weaponset to support conditions with no ranged options, and mallyx has no good stunbreak.
Jalis doesn’t even do much. It’s supposed to be a tank spec but it’s worse than glint and shiro in survival because shiro has evades and evades are always better than partial mitigation. Glint has its heal absorb and high prot uptime which eclipses Jalis.
The only decent weaponset is sword mainhand and they’ve nerfed the living daylights out of it.
Skimpy armor exist.
Problem is they only make skimpy armor for the females with very few skimpy armor for males, especially on cloth and leather types.
Palawa Yoko would be pretty cool.
Although to be frank we need a Norn legend or Asura one, all GW1 expansions got a representative except Eye of the North.
Dwarf/Glint – Vanilla
Shiro- Cantha
Mallyx- Elona
Ventari – both GW1 and 2
Necro: I think minions need a 15% increase in attack speed (or damage), and 20% increase in health in pvp and wvw. Ignoring all of the other minion issues line tracking, not attacking, etc, this would help a bit too keep them up to date with the power creep. Axe could use a 3person cleave imo, staff marks should deal more damage for the longer cd ones but not by much. Also the staff auto makes me cringe.
For thief: I agree it’s not in a bad place right now, but it would be good to make other weapons as viable as dp. Sword needs help. Dd maybe could use something bit could leave; I’d think buff cnd range just slightly. I’d like to see a stealth on staff 2,3, or 4, but may be hard to do without making it op.
Guardians- I feel like are a bit op with how much blocking, healing they can do while also pumping out the damage. Maybe it’s just me but I feel the team with the most guardians usually wins. Decrease trap damage slightly, no more than 10 percent, and make them visible.
Engi- as annoying as they are I think they are in a good place.
Eles-mostly in a great place. Not sure about one build that cleanses conditions super quickly and heals like crazy, I don’t play it so I don’t know too much about it, but if it has counters then leave it.
Revenants- probably can carefully buff it. I hand run into a couple revs that were really good and gave me a run for my money, so without playing it myself, it could be partially a l2p issue but I feel like it could use some small buffs here and there without going crazy like it was at one point.
Mesmers-I still think it’s crazy how much stealth that have. Stealth plus clones is a bit much imo, and would be like if thieves could use their auto attack in stealth. The rest of it seems pretty much in a good spot tho. Chrono could also take a closer look at, maybe turn down a hair if at all. Maybe less blocks.
Rangers: I feel like overall is in good shape, but a couple aspects could be buffed while others just slightly turned down.
LOL clones do no damage.
Thief auto does more DPS than any mesmer ability or any intitiative skill on any thief weapon.
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The history of Tempest in 2 sentences:
Concept artists make a epic image of an elementalist summoning a huge storm.
Developer takes that concept and turns it into a heal-bot profession, ruining the class gameplay variety and betraying the no-trinity element of the launch manifesto in the process.
Same with druid. Turn the ranger from a huntsman/warden into a healbot.
Nerf all their heal coefficients so they can’t run offensive builds and have to stack healing power gear.
You don’t need gear in PvP. Also, Druid isn’t a healbot in PvP, it can do massive damage in the PvP scene. You guys need to understand YOU ARE NOT FORCED TO RUN THE META, NO ONE IS FORCING YOU TO RUN META. You can run a build that suits to your preference. I REPEAT, NO ONE FORCES YOU TO RUN META. Now please, enough of these replies I want to see people’s opinions on what should be nerfed/buffed around classes.
The gear exists in pvp, it’s just that the stats are condensed into an amulet.
Just because it’s SPVP doesn’t mean the coefficients changed to not need as much healing power.
And druid does jackkitten damage. Druid specialization is a DPS loss from core ranger. I don’t even know how you can bother arguing this.
What big damage are you talking about, LB2, a reflectable 100b that can be negated by one dodge frame?
Power druid/ranger sustained damage is garbage, its weapons have abysmal autoattack DPS. The burst is slow and heavily telegraphed.
The most potent and persistent builds for ranger have always been condi bunker builds because rangers don’t pay a pet tax on condition damage.
Conditions do the same damage for ranger as they do other classes.
Ranger power weapons outside longbow all have incredibly low power and base damage coefficients due to the existence of the pet, even though it has been shown in ample testing that the pets are a minuscule, poorly scaling portion of ranger damage that doesn’t compensate for the coefficient/base value deficits.
As a norn player I must say I feel completely eclipsed by Braham’s character. I don’t know what gave you the idea that Eir’s wise character would be good to replace with a temperamental brat.
There is very little reaction dialogue wise to me as a norn on the Norn areas and by norn NPC’s, despite me being the norn hero.
The history of Tempest in 2 sentences:
Concept artists make a epic image of an elementalist summoning a huge storm.
Developer takes that concept and turns it into a heal-bot profession, ruining the class gameplay variety and betraying the no-trinity element of the launch manifesto in the process.
Same with druid. Turn the ranger from a huntsman/warden into a healbot.
Nerf all their heal coefficients so they can’t run offensive builds and have to stack healing power gear.
I also imagine that feel my wrath gives quickness to your entire team. Necro shouts only give the boon to the necromancer, have longer cast times than most other shouts, and the rest of the necro shouts are pretty trash.
https://wiki.guildwars2.com/wiki/“Nothing_Can_Save_You!”
Yeah so trash…Monsoon,
Make a revenant and spam jade winds every 10sec if you think chilled to the bone so op,
https://wiki.guildwars2.com/wiki/Jade_Windshttps://wiki.guildwars2.com/wiki/Signet_of_Might
Yeah, necro shouts are trash.
Nothing can save you has the same cd, a cast time on it, and only applies 5 vulnerability while warrior gets a 180 power boost passive (aka equivalent of 6 might stacks).
Signet of Might lasts 2 seconds longer to boot.
And that’s on necro, who does significantly less power damage than a warrior so I don’t know what terror you have about a necromancer being unblockable because any hit you would be afraid of being unblockable is also laughably slow and easily dodged.
Clearly you don’t pvp in any game mode if you don’t see the power of “nothing can save you!”. It’s probably in the top 10 utility skills anyone can bring to spvp on any class. Probably top 5.
Says the guy who stated that many warrior weaponskills are bad.
I said mediocre.
Learn to read.
L2 connotations. You couldn’t even bother to name which warrior weaponskills were mediocre in meta weapons.
You are right, I couldn’t bother feeding a hurdur pitchfork thread any further so stopped posting in it. But if it will make you happy, smoldering arrow.
A 5 target blind with a tiny 1/4 cast time and 12 sec cd is mediocre. God, you have no clue.
Turnabout in games industry is pretty large. Employees jump around all the time.
It’s the only way to get good jobs because for most gaming companies the founders are going to sit in the top earning spots and have creative control, and those who have joined later can do all the work they want but they’ll have to wait for the higher up’s to either die or leave their positions for a chance at a promotion.
Sorta like law firms, they only have a set amount of partners and they don’t want to dilute their earning pool by adding more, so mid level employees simply jump to opportunities elsewhere to land themselves better positions instead of waiting.
This whole “I work all/most of my life in one company” is a myth. In large companies, people switch employment all the time.
Power mes has really bad sustained damage, so it can’t stack too much defense since all its killing power lies in landing lethal burst, and if the opponent recovers or dodges the burst you are useless for a good while.
Exactly, and my position is that we don’t need more power creep to bring other builds up to the standards of the current meta. We are due for a bunch of nerfs to existing builds, and a shave to several elite specs in general.
They need to undo the power nerfs on rev. It was a lesser mobile thief with more durability, and now it’s just a crappy version of a warrior with the massive costs to phase traversal, the nerf to autoattack and sword 2,3, and staff 5 damage.
Condi/support rev have always been trash, so those need buffs anyways. Everything to do with ventari, from the staff weapon to the utilities, has massive energy costs and large delays with impractical usage.
Mallyx rev with condis doesn’t have enough condi coverage, and most of the condi burst comes from massively energy expensive utilities.
Another problem:
Ventari and Mallyx revs have garbage stunbreak capacity.
(edited by Zenith.7301)
TFW you down 2 power Necros and they outplay while you downed.
I think maybe Druid is another OP one, but that’s purely the ability to switch pets while downed and activate F2 + Ancient seeds.
How the hell is a non-bunker mesmer or ele supposed to cope with thief/warrior burst without downstate to buffer those bursts?
Hell, if necromancer downed state wasn’t strong, it would be even worse than it is when they’re trained because they’re the one guaranteed class that goes down the easiest when you zerg them since they have no immunities, blocks, or teleports, and life force doesn’t scale up — it’s always balanced for 1v1’s.