Showing Posts For dancingmonkey.4902:

Warrior's Mobility as heavy armor class....

in Profession Balance

Posted by: dancingmonkey.4902

dancingmonkey.4902

Remove mobility then warriors will be kited to death. Perhaps additional CC can be an offset. 1sec KD at hammer and GS #1 attack and cripple on all other weapons. Increased damage reduction and duration against range and condition.

Stay away then we both live. Close in then we fight to the death.

That is completely untrue. No one is asking to remove their skills as gap closers. People are simply asking to remove the ability to use them as escapes and and for general traversal mobility. Mostly all players are asking for, is that they require a target in range of the skill, on weapons skills only. Reasonable people are not asking for any changes in utility skills. For example, rush can be used to run away or traverse the field and occupies no utility slot. An engineer is required to utilize a utility slot for the same effect, on the same cool down, with a shorter range. Mesmers blink is on a longer cool down, utilizes a utility slot, and has a shorter range. RTL gets punished for using the skill without a target.

A simple change to requiring a target in range, will allow it to retain its current gap closer value. If you want movement without any actual target system required, you can use bulls rush.

The list is getting bigger...

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Posted by: dancingmonkey.4902

dancingmonkey.4902

There is nothing wrong with most of what you listed. Just because “you” have complaints about them, doesn’t mean there is any real problem with them at all.

I didn’t list those only because “I” have a problem with them.

I see. You presume to speak for everyone. How bold of you.

The list is getting bigger...

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Posted by: dancingmonkey.4902

dancingmonkey.4902

There is nothing wrong with most of what you listed. Just because “you” have complaints about them, doesn’t mean there is any real problem with them at all.

Grenadier - how many targets?

in Engineer

Posted by: dancingmonkey.4902

dancingmonkey.4902

i wouldn’t swear an oath on it but from experience i’m somehow sure it’s per grenade.

As well, I am not 100% sure either, but reasonably sure this is accurate.

Save GW2: turn WxWxW in GxGxG.

in WvW

Posted by: dancingmonkey.4902

dancingmonkey.4902

No. Keep your GvG out of my WvW.

I do not mind a dedicated GvG game mode. You should lobby for that and not lobby for ruining a game mode for your own personal interest.

Turrets in TPVP: From AI to Player triggered

in Profession Balance

Posted by: dancingmonkey.4902

dancingmonkey.4902

I appreciate you doubling down on making my point. Not only do you verify that you do not know what is actually AI or to what level it is, because you refuse to try it, you verify that you are the type to make demands for game changes without any actual knowledge of the skills or profession you demand changes for.

Warrior's Mobility as heavy armor class....

in Profession Balance

Posted by: dancingmonkey.4902

dancingmonkey.4902

My military service experience disagrees with you completely. But I was Air force Para rescue/Combat Control and not in the Army. Perhaps you should watch “Lone Survivor”. Armor/Gear compared to cloth wearer is actually a oft mentioned factor in that movie in a very relevant fashion, compared to how you mention it.

But do you really feel making a real world comparison of the military then turn around and go completely fictional to the fireball comment does much for your argument? Should a heavy armor wearer(in this context it seems to me to be a suit of metal armor) should outrun an engineer wearing rocket boots, a mesmer who can teleport, a ele that can turn to lightening, or a thief that can teleport with its arrow?

Turrets in TPVP: From AI to Player triggered

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Posted by: dancingmonkey.4902

dancingmonkey.4902

If you actually believe turrets are strong enough to see regularly in a ToL, then I feel you honestly have no understanding of them. Clearly you never play them I on the other hand play thief on regular occasion. Which makes me wonder why you make such complaints with no facts when you didn’t even invest time to experience it for yourself.

Turrets in TPVP: From AI to Player triggered

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Posted by: dancingmonkey.4902

dancingmonkey.4902

Exactly, they are 100% passive, and here you are complaining that immobile turrets that require overcharge control, because you feel it “counters you hard” and is “the biggest pain” to you personally.

Turrets in TPVP: From AI to Player triggered

in Profession Balance

Posted by: dancingmonkey.4902

dancingmonkey.4902

Yet it is okay for you to have ambush and thieves guild. Makes your argument a bit one sided.

Turrets in TPVP: From AI to Player triggered

in Profession Balance

Posted by: dancingmonkey.4902

dancingmonkey.4902

It is starting to appear as if you are simply demanding a change because you feel it “counters you hard” and is “the biggest pain” to you personally. As you have repeatedly made similar statements previously. Using your justification, I feel thief stealth should be nerfed, because it is the “biggest pain” for everyone else, at least if you judge by the forums threads.

As of now you have offered no comparative numbers, play details, damage outputs, survivability of the turrets facts, or any actual information to support you position other then because it “counters you hard” and is “the biggest pain” to you as an individual. Do you have an arguments that are a bit less anecdotal or that offer a more general reasoning of evidence?

Warrior's Mobility as heavy armor class....

in Profession Balance

Posted by: dancingmonkey.4902

dancingmonkey.4902

i’ll be fine with rush getting the same treatment as RTL.

as long as they fix the kittening bugs associated with rush.

50% of the time rush simply doesn’t hit anything.

That is the same treatment as RTL. It doesn’t hit anything just as often as rush doesn’t. Yet RTL gets punished for it right now, and rush does not.

Engineers and Condition Removal!

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Posted by: dancingmonkey.4902

dancingmonkey.4902

If they receive buffs in the condi removal department, you should handicap them elsewhere, perhaps remove damage and CC options drastically to make up for it. Can’t have it all you know.

P.S. I can’t stress enough how annoying OP’s way of writing is. Must.. keep.. insults.. back.

Isn’t the fact that we are “designed” and “balanced” for kits to take up a utility slot handicap enough? We have no kit that has anything dedicated to condition removal, and only one that has a stun breaker. That is where I feel the problem lies. We are “balanced” by design to utilize 1/3 of our utility slots in order to have a weapon swap of any kind, which is very limiting for stun breaker and actual cleansing options.

Turrets in TPVP: From AI to Player triggered

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Posted by: dancingmonkey.4902

dancingmonkey.4902

No they do not.

The turrets are glass, and easy to kill. As well they do very little damage unless they are actively triggered, making active play the only choice, as it should be, and eleviating passive play.

Not having fun (AI)

in Profession Balance

Posted by: dancingmonkey.4902

dancingmonkey.4902

Well yeah. My stance is defending turrets. Combine that with your statements being somewhat impractical and unrealistic, I simply made an applicable statement.

Engineers and Condition Removal!

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Posted by: dancingmonkey.4902

dancingmonkey.4902

Well those are ranged options, 2 ranged weapons out of how many melee weapons? A lot of the damage comes from melee specs unless you’re bothering to trait for rifle and build around it. As for longbow doesn’t have a lot of damage on it unless you stand in CS ,eat multiple Arching Arrows, and eat a point blank Fan of Fires frequently.

Yet they both have natively longer range then the weapons engineers have available. Rifle caps at 1000 range for only one damage skill, while pistols cap at 900, natively.

Not having fun (AI)

in Profession Balance

Posted by: dancingmonkey.4902

dancingmonkey.4902

bring a turret build to the point anytime, and never use the overcharge. You will get destroyed every time.

An engineer has no weapons swap. They will have very very limited active damage, no condition removal at all, and very weak damage from the turrets.

You appear to be making statements with little to know experience in the profession.

Not having fun (AI)

in Profession Balance

Posted by: dancingmonkey.4902

dancingmonkey.4902

The main problem I have with AI builds is the passive play it encourages. It needs so little player input to be effective and the pressure on the enemy is so great, it’s far too rewarding. I spectated a MM necro the other day and he literally didn’t use his dodge key a single time, yet he was still able to perform really well and ended with a high score in the pvp match. Something is wrong if just a build can carry you that far.

Based on what I am reading here, it appears you do not actually know how they work at all. For any damage or effects outside of that of a very basic and low damage auto attack, players must activate various skills and actions with summon creatures, with the exception of mesmers.

Engineers and Condition Removal!

in Profession Balance

Posted by: dancingmonkey.4902

dancingmonkey.4902

No you’re a engineer.

Actually I have leveled all 8 professions in sPvP and WvW, and play all regularly. Your sig on the other hand suggest you only play two professions.

Engineer isn’t exactly weak like Warrior was before HS and Cleansing Ire came out,

Actually it is. Much weaker actually. Warrior had both the option to use berzerker stance (60s CD) and be immune to condition application as well as signet of stamina to cleanse all conditions(45s CD), Shake it off, and Mobile strikes. The engineer has only Elixir C on a 60s cooldown.

Warriors are sturdy melee based fighters

Conveniently ignoring rifle and long bow I see.

compare them to before where you just beat them up a few times and they’ll drop if they stay in combat more then a few seconds. AKA free kill in which Condition bombing easily does this.

Interesting. Because what you describe here fits engineers now.

Engis aren’t really weak, they’re actually kinda strong, and very trolly.

But warriors by comparison are actually VERY strong and trolly.

Warrior's Mobility as heavy armor class....

in Profession Balance

Posted by: dancingmonkey.4902

dancingmonkey.4902

nope. warrior’s optional mobility is fine and balanced.
further adjustments no necessary.

What is your reasoning behind your statement?

in sPvP conquest mode, if the warrior escapes, the capture point is lost.

This is not the situation in which it becomes an issue. When a player tries to cut a warrior off from getting to a capture point that is unattended or in order to aid a team mate, and they abandon the fight when cut off using their OP mobility, then it is a balance issue.

As well, when your making all of your statements about other professions based on the wiki and not of personal experience, it makes it very clear that you are not familiar with the subject matter, yet you expect your statements to hold weight anyway.

The Warrior Meta Paradox

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Posted by: dancingmonkey.4902

dancingmonkey.4902

it is only okay if non warrior players stop complaining about warriors.
but that will not happen.

Actually, there are a lot of warrior players complaining. Particularly those like myself that have leveled all 8 professions and play them.

I listed to a lot of podcast that in which I repeatedly hear top end tournament playing warriors make similar statements to the complaint here as well.

I think that non-warriors players are not nearly as problematic at warrior exclusive players.

My opinions on the profession are based on my personal experience with all 8 professions in sPvP and WvW.

The Warrior Meta Paradox

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Posted by: dancingmonkey.4902

dancingmonkey.4902

You do realized that you just proved my point, right?

This is the typical response from this forum…. hmm warrior got a lot of versatility, but few others has it…… wouldn’t it be better in the long run if everyone has it? Nah, let kill the warrior class instead, so no one has any options.

Actually, posters are just following the devs statements of avoiding the power creep. They have very specifically stated that they will weaken a profession long before they will beef up others.

Rocket boots - please make this an evade.

in Engineer

Posted by: dancingmonkey.4902

dancingmonkey.4902

Would make it way too good.

How so? As of now it does the same effects of some other professions weapon skills.

Since we have to occupy a utility slot for our version, it is perfectly reasonable for it to have more beneficial value. Particularly when compared to the fact that we are designed to lose a utility slot to a kit, and we only have one kit with either a stun breaker or a condition cleanse.

The Warrior Meta Paradox

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Posted by: dancingmonkey.4902

dancingmonkey.4902

The problem with that, is that it is ecaxtly what everyone has been doing. Yet it appears they only did it for the warrior professions. Which is probably why you see threads with titles exclaiming a belief of Anet having a bias in favor of the profession.

Engineers and Condition Removal!

in Profession Balance

Posted by: dancingmonkey.4902

dancingmonkey.4902

So we’re warriors based on the original dev posted balancing philosophies. Then they added cleansing ire amount other things. So history shows that argument doesn’t hold much water.

Underpowered Direct Damage (Engineer)

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Posted by: dancingmonkey.4902

dancingmonkey.4902

I completely disagree. Your asking for increased direct damage to soft control skills and pure condition skills. I am having difficulty comprehending your logic In that.

Engineers and Condition Removal!

in Profession Balance

Posted by: dancingmonkey.4902

dancingmonkey.4902

Why does something have to give beyond what we already give?

he devs have stated that we are balanced around having ta least one kit (if not more) occupying a utility slot. That is a slot that other professions can load a condition cleanse or a stun breaker. Engineers only have one kit that has either of those, and it has some of both. As I see it, they need to spread that around a little to the other kits that occupy a utility slot.

VS condi builds requires multiple removals

in Profession Balance

Posted by: dancingmonkey.4902

dancingmonkey.4902

That doesn’t are any sense. How is condition application any more or less easy then direct damage application?

The Warrior Meta Paradox

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Posted by: dancingmonkey.4902

dancingmonkey.4902

The best nerf for warriors in wvw would be to remove the +/- condi duration food…

That doesn’t make any sense. If the warriors are better at it then the other professions with food, what logic allows you to determine the gap with other professions in this area will change without food? This would nerf across the board, and do nothing to solve the gap in the difference between professions on this particular issue.

The Warrior Meta Paradox

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Posted by: dancingmonkey.4902

dancingmonkey.4902

Simply require a target in range so that they cannot be used for general mobility.

The Warrior Meta Paradox

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Posted by: dancingmonkey.4902

dancingmonkey.4902

So your using your personally believed philosophy, to claim something needs a nerf, instead of comparable damage increases and facts. I find that to be a very unconvincing argument.

The Warrior Meta Paradox

in Profession Balance

Posted by: dancingmonkey.4902

dancingmonkey.4902

Are you using actual facts to make claims like this? Or just going off of a random uninformed opinion?

Look at your traits window. Add 2 points to the power line, 100 power. Add 2 points to the condition duration line, 10% condition duration.

What does that have to do with anything? Just because 2 points in one line offers you an extreme amount of diminished returns, does not mean the food should be nerfed to have equally less value.

The Warrior Meta Paradox

in Profession Balance

Posted by: dancingmonkey.4902

dancingmonkey.4902

Actually, you just made another good case why the food should be changed to +10%/-10%.

Because well, that’s the equivalent of the 100 of another stat you can get, anyhow.

Could even add 15% food for a single condition, then.

I would like to see your numbers as to how +10% condition duration adds anywhere near the damage that for example +100 power does. I made a very detailed post breaking down damage with skills across every profession that disproved your claim in a very large way.

Are you using actual facts to make claims like this? Or just going off of a random uninformed opinion?

Please break it down for us how much damage most condition most condition applying skills will gain with 15% condition duration in a manner that suggest it creates more damage then 100 power does. I would love to see it.

Underpowered Direct Damage (Engineer)

in Profession Balance

Posted by: dancingmonkey.4902

dancingmonkey.4902

Op, how do you claim low damage compared to condition builds, when you admit you never used them.

An engineer playing properly in soldiers gear has just as much damage output of an engineer in dire gear.

Today's patch notes.

in Engineer

Posted by: dancingmonkey.4902

dancingmonkey.4902

it was already there.

VS condi builds requires multiple removals

in Profession Balance

Posted by: dancingmonkey.4902

dancingmonkey.4902

If Consume Conditions is enough condition cleanse you must be fighting the worst players on the planet. Literally any scrub can just spam 1 on Necro Scepter and get a consistent 8 bleeds on someone if their only condi clear is on a 25 second CD

I can auto attack for the same amount of direct damage with many build on many professions and the damage is applied instantly. What makes it so strong when a build does the same amount of damage, yet takes 5-15 seconds to do it?

PVE - Condition/Healing Engi - Rate Build?

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Posted by: dancingmonkey.4902

dancingmonkey.4902

that is a horrible idea. Just because a persona wants a healing build with conditions, by no means justifies changing the trait lines.

Today's patch notes.

in Engineer

Posted by: dancingmonkey.4902

dancingmonkey.4902

Heaven forbid they didn’t drop the predisposed PvE update to make an update to purely satisfy tigirius’ demands. The devs should all be fired for adding content for every buddy instead of making a special update to meet tigirius’ irrational demands.

The Warrior Meta Paradox

in Profession Balance

Posted by: dancingmonkey.4902

dancingmonkey.4902

Yup, i meant immobilize, not cripple.

Point is, you claim that some how, warriors are magically easier to kit, when the have more ease of access to removal one of the 3 conditions that allow kiting, then the other professions do.

Engineers and Condition Removal!

in Profession Balance

Posted by: dancingmonkey.4902

dancingmonkey.4902

If Engi did not have this weakness to nuke conditions what WOULD they be weak against?

Based on the developers stated balancing philosophy, I would say being “pigeoned into specific builds”.

As well, it is one thing to be weak to conditions, it is another thing to be extremely weak to them.

The Warrior Meta Paradox

in Profession Balance

Posted by: dancingmonkey.4902

dancingmonkey.4902

Mobile strikes is an easy manner to nullify cripples. Which was over half your argument on this point. Probably more so, since there is a lot more access to cripple amoung the professions then there is chill.

The Warrior Meta Paradox

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Posted by: dancingmonkey.4902

dancingmonkey.4902

Oh, and we are easily kited by anything with a few cripples and chills and a little +condition duration.

This can be said from about every profession.

Yet warriors have the option to trait movement skills to make cripples and chills irrelevant. An option most other professions do not have.

We need to get passed this idea of Class vs. Class and start thinking about things as Build vs. Build.

Warrior has the potential to be good at w/e they want to…but they CAN NOT do it all in one build.

I think what bothers most people is that they CAN DO more of it in one build then the other professions.

(edited by dancingmonkey.4902)

Warrior healing signet

in Profession Balance

Posted by: dancingmonkey.4902

dancingmonkey.4902

because passive anything in a game designs to be active and reactive is a bad idea.

Passive healing in this game is an even worse idea.

VS condi builds requires multiple removals

in Profession Balance

Posted by: dancingmonkey.4902

dancingmonkey.4902

I have never played condition necromancer because I refuse to.

Then how do you claim to know what they can or cannot do?

Elixir C

in Engineer

Posted by: dancingmonkey.4902

dancingmonkey.4902

The issue as I see it, is that the devs state that the engineer is balanced around using a kit to fill one of our utility slots. This cost us one slot that other professions have for a direct condition removal or stun breaker. What compounds that issue is the fact that we only have one kit that fills a utility slot that offers either of those option.

Phants Outrun Player with Swiftenss

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Posted by: dancingmonkey.4902

dancingmonkey.4902

why does it matter? just kill them

It matters because phantasms are not supposed to exist outside the spectrum of active combat.

Engineers and Condition Removal!

in Profession Balance

Posted by: dancingmonkey.4902

dancingmonkey.4902

Evasion. Speed. Two traits, infused precision and invigorating speed and a good crit ensures you always have swiftness and vigor in a fight. It’s good for dodging EVERYTHING… Including attacks that cause conditions.

That list doesn’t seem vary impressive when you consider the list of professions with more speed, and easier access to evasion.

ANet: WvW 1vsX and win is broken

in Profession Balance

Posted by: dancingmonkey.4902

dancingmonkey.4902

ANet: Only one class can 1v3 (or more) and win consistently

Please make necessary changes to not make this possible. It breaks the game, splits the community, and make players look stupid and does not know how play.

And what profession can do this consistently? Why can they do this consistently? Unless you offer some actual specific, all your doing is spamming another thread QQing with out offering justification.

Engineers and Condition Removal!

in Profession Balance

Posted by: dancingmonkey.4902

dancingmonkey.4902

Enough to know that I can easily beat you 1v1 with it and handle Necromancers on side nodes.

In my experience, when people avoid a direct and specific question entirely, then make an ego flexing retort, they are generally compensating for a lacking elsewhere.

So how many hours was it you had in the build you linked? I mean it is a reasonable question considering your using it as the platform for your stance against engineers having more diversity in their condition removal options.

Engi is already too good no need extra condi clear

Based on what? The only true condition cleanse we have is Elixir C. It is fairly average when compared to other profession, which is fair. Yet the other professions are not balanced around giving up a utility slot to carry a kit. That is one slot that other professions can have more cleanse.

(edited by dancingmonkey.4902)

Engineers and Condition Removal!

in Profession Balance

Posted by: dancingmonkey.4902

dancingmonkey.4902

Engineers have access to just as much, if not more, blocking than a Guardian does if you build for it. I don’t think people really understand how strong an Engineer can be in that way with mitigating damage and being able to turn it into pressure. Guardian Rune turns blocks into burning, which you already get a ton of with Incendiary Powder.

Consider: A Guardian gets 20s of Aegis every 40s when they have Virtue of Courage up. Armor Mods on Engineer gets 5s of Aegis every 15s. That is an insane amount of blocking that you don’t have to anything to activate. Add that to Shield and Tool Kit, vigor on kit swap, and the mobility that comes with Speedy Kits and you’ve got speed, pressure, and mitigation all in one package.

Example build:

http://gw2skills.net/editor/?fdAQJAqelUUpErlcx+KseNCbBN6x0mtIqN+5DEgkC-TJhAwAW3fgcZgNnAAAPAAA

So when you consider how much blocking you can have, that makes a fight with a Necromancer, or anyone for that matter, a much different story than what the more common builds suffer with their weaknesses in specific 1v1s or 2v2s.

So how many hours have you spent playing that build?