Showing Posts For nicknamenick.2437:

[WvW] Condition bunkers

in Profession Balance

Posted by: nicknamenick.2437

nicknamenick.2437

Yup.. too bad its another buff for them indeed..

Anet is afraid to nerf condi because of the 90% population in guild wars that only runs in PVE.. where all QQ comes from about zerkers being OP blablabla..

Nobody cares about PVE/dungeons.. if I go dungeon I always get FULL zerker or any build that does the most damage….doesn’t matter what..

If I go pvp/wvw I play mix zerker because I like it..
And in pvp/wvw zerker wasn’t a problem there

Anet doesn’t care, they play also condi bunker pew pew pew pew troll builds

Every class has and should have a weakness

in Profession Balance

Posted by: nicknamenick.2437

nicknamenick.2437

I am a warrior playing a non-meta power build
Getting nerfed after nerfed after nerfed, and everyday I do duels in wvw/pvp I see other classes have ways to deal with warriors without any problem.

But hey that’s just a small 5% of the total population that doesn’t QQ about warriors.
The remaining 95% does, till the day every weapon/trait/skill have been nerfed..

Hmm atleast every weapon did get a nerf or more for warrior.. now gogo QQ about traits and skills!!

Second sigil -> 2-handed weapon nerf

in Profession Balance

Posted by: nicknamenick.2437

nicknamenick.2437

Kits were balanced for 2 sigils. All weapons now get 2 sigils. Change kits to balance for no sigils? Confused.

Kits got rebalanced to account for two sigils (even if you were to use just one, as it didn’t depend on the weapon used).
Two handed weapons are getting a second sigil.
Two handed weapons should be rebalanced to account for the second sigil, as they weren’t balanced for a second sigil to begin with, exactly as kits weren’t supposedly balanced for using one or two sigils.
If that doesn’t happen, revert the changes to kits for consistency, as if two handed weapons are fine with the added sigil, kits should have been fine too (especially since we already pay for them with a weakened main weapon).

Seems simple enough. Either 2-handed get nerfed due to additional sigils as it already happened in the past with kits, or no 2-handed get nerfed and the kit nerfs due to sigils get reverted.

Can you speedup the skills also on two-handed weapons?

Because most two-handed weapon are much slower compared to one-hand.

2x one-hand weapons gives you the option to min-max stats
2x one-hand weapons gives you the option to choice different skills
like sword + shield you can go offensive and defensive and shield also gives another 60 toughness..

With two handed weapons you cant min-max stats.. also you cant change anything to get a different skill..

I’m primarily talking about sPvP… However, there are a few things wrong with your statements anyways. First of all, 2H weapons aren’t much if any slower than 1H weapons. Some 2H weapons are slow, like hammer, but they deal more damage than other weapons do to make up for it. Rifle and both types of bows all shoot fast or at least average no matter what prof you’re on. GS tends to be just as fast as other weapons, an in the case of Mesmer’s GS, an argument could be made that it in fact goes faster. There are also very many slow 1H weapons, like thief pistol, guardian or Mesmer scepter, and mace. However, if you’d like to provide some hard empirical evidence, I’m all ears.

As for min-maxing stats, you really don’t need two weapons to do so. Power, for example, remains better than most other stats for the first few hundred points of it; it’s not like you need to take 5 points of power for every point of precision you take. It’s more like- once you’ve reached a certain number of points of power, you should take one point of precision for each point of power you take. You can also start making a build by choosing the weapons first and min maxing around that. In truth, it really doesn’t make a difference.

Finally, 1h weapons can actually be disadvantageous due to the fact that they require an entirely different OH. It means that they get less consistency. For example, warrior’s hammer is much more reliable than ele’s S/F because hammer is much more consistent with itself than scepter is with focus. Either way, you don’t see players taking 1H weapons over 2H so that they can mix abilities- they get one over the other because it fits the purposes of their builds better. Many guardians run two 2H weapons. Many warriors run two 2H weapons. Many engis use their only weapon slot to run a 2H weapon. Mesmers and ele both will often use 2H weapons as their only weapons as well. 2H weapons have the benefit of being unique and consistent, and are often extremely powerful in and of themselves anyways. Also, typically speaking, once you commit to a certain combination of MH+OH, you’re usually stuck to that weaponset anyways , so it’s not like you’re more flexible.

I don’t know much about other classes.. but here’s from warrior view:
Rifle and longbow are both very VERY slow weapons for warriors
Sword and Axe AA does more damage compared to AA GS on warriors

About min-maxing.. it is. allot don’t walk 2x two-handed weapons.. but 1x two-handed and 2x one-handed.. that’s where I can say I get 1 knight and 1 zerker one handed weapon.. because shield brings also an extra toughness..

About skills, ofc your more flexible with 2x one-handed compared to 1 two-handed..
I can go offensive + defensive with Axe+shield
I can go for gap closing + defensive sword + shield or maby sword + warhorn for wvw
I can go for long stun + defensive maxe+shield
condi bunker: sword + shield
Condi semi bunker sword + sword
weird reflect build: mace + sword
and more…

way more combinations to make compared to a single two-handed weapon.

That doesn’t say a two-handed weapon issnt stronger compared to 2x one-handed weapon. but 2x one-handed weapon does have many ways to make your build as 1 solid build.

Make Ferocity scale like armor reduction

in Profession Balance

Posted by: nicknamenick.2437

nicknamenick.2437

So you don’t extra nerf the mixed gear people even more..

So the more Ferocity you stack it becomes less powerfull

Because the problem issnt the mixed gear people in PVE doing average damage.. your talking about the full zerker guys that becomes to strong.

Sigh. Stacking toughness does not make it less powerful. I’m not going to explain all the math to you, but essentially, more toughness continues to make you more defensive.

Uhh yes ofc it does..

And so does Ferocity with this.

I don’t think you understand what I mean.

The more toughness you stack the less % damage reduction you get for every toughness stat.
Lets say 2000 toughness gives 30% damage reduction.
If you go for 3000 toughness you get 40% damage reduction.
You did increase it with 1000 that’s 50% but it doesn’t go from 30% to 60% damage reduction. Ofc you get more but the value of toughness becomes less and less..

Second sigil -> 2-handed weapon nerf

in Profession Balance

Posted by: nicknamenick.2437

nicknamenick.2437

How about no?

Two handed weapons are fine – and your attitude is wrong and malicious.
If you feel the situation is unfair to your class than maybe make a post asking for kit damage for engineer to be increased – but don’t start going off asking for nerfs for everybody because you feel like it.

Protip: The nerf you ask for will never happen.

This isn’t just an issue with consistency as compared to kits- this is an issue, primarily, of 2h weapons being inherently better than 1h weapons, across all classes. There is simply no reason why 2h weapons should do anywhere from 5 to 15% more damage than 1h weapons, and it absolutely boggles my mind that people like you think otherwise.

Though I guess the fact that you run a warrior probably accounts for a lot of it, since so many warriors rely on 2h weapons…

Edit: also, I’ll add for you people- thief will be the class that is nerfed the hardest if this change goes through. Every other class will have at least one 2h weapon that is inherently better than 1h weapons in terms of weapon coefficient, but thief has literally the only 2h weapon that does the same amount of damage that 1h weapons get. Everybody else will essentially get a damage buff while we get much, much less.

No its not, read my post above

Second sigil -> 2-handed weapon nerf

in Profession Balance

Posted by: nicknamenick.2437

nicknamenick.2437

Kits were balanced for 2 sigils. All weapons now get 2 sigils. Change kits to balance for no sigils? Confused.

Kits got rebalanced to account for two sigils (even if you were to use just one, as it didn’t depend on the weapon used).
Two handed weapons are getting a second sigil.
Two handed weapons should be rebalanced to account for the second sigil, as they weren’t balanced for a second sigil to begin with, exactly as kits weren’t supposedly balanced for using one or two sigils.
If that doesn’t happen, revert the changes to kits for consistency, as if two handed weapons are fine with the added sigil, kits should have been fine too (especially since we already pay for them with a weakened main weapon).

Seems simple enough. Either 2-handed get nerfed due to additional sigils as it already happened in the past with kits, or no 2-handed get nerfed and the kit nerfs due to sigils get reverted.

Can you speedup the skills also on two-handed weapons?

Because most two-handed weapon are much slower compared to one-hand.

2x one-hand weapons gives you the option to min-max stats
2x one-hand weapons gives you the option to choice different skills
like sword + shield you can go offensive and defensive and shield also gives another 60 toughness..

With two handed weapons you cant min-max stats.. also you cant change anything to get a different skill..

Make Ferocity scale like armor reduction

in Profession Balance

Posted by: nicknamenick.2437

nicknamenick.2437

Yea, everyone will still be using full zerker in dungeons because it is still the quickest. It makes no sense nerfing it.

Except I don’t really care about dungeons :-) I do for WVW/roaming..

loosing some minor damage in dungeons doesn’t do that much.

Where in wvw you often go for some mixed gear in power builds you do get a massive nerf (more compared to full zerker) that’s why I say make it scale like toughness..

So people still do same damage on mixed gear but less on full zerker.

So you don’t want to be nerfed, but you want others to be nerfed. How about supporting no nerfs at all?

No I don’t want to be nerfed.

Anet wants a nerf to full zerker people doing to much damage in PVE.
But its not only a nerf for them but also a nerf to EVERYONE running a mixed build.. that does AVERAGE damage.. but even they and me get the nerf also.

That why I say bring something like this so running a mixed build you loose like 5% damage but full zerker build loose 10%.. they still do way more damage, but its cost more also

Ofc I don’t want any of these nerfs, I just don’t like the idea that EVERY power build get a flat 10% damage nerf, because 10% may sound much for FULL zerker build.. but it issnt that huge.. 10% for mixed build is a huge nerf for them (also cant profit anymore from the high crit damage trrinkets.. so its more 15% damage nerf for them)

Make Ferocity scale like armor reduction

in Profession Balance

Posted by: nicknamenick.2437

nicknamenick.2437

Yea, everyone will still be using full zerker in dungeons because it is still the quickest. It makes no sense nerfing it.

Except I don’t really care about dungeons :-) I do for WVW/roaming..

loosing some minor damage in dungeons doesn’t do that much.

Where in wvw you often go for some mixed gear in power builds you do get a massive nerf (more compared to full zerker) that’s why I say make it scale like toughness..

So people still do same damage on mixed gear but less on full zerker.

Make Ferocity scale like armor reduction

in Profession Balance

Posted by: nicknamenick.2437

nicknamenick.2437

No. The problem is people who are saying things like you. Hop over to dungeon for a bit and read up please. You will find that Zerker gear is not actually a ‘problem’ at all. The PvE design is the problem.

They are treating symptoms but leaving the illness checked.

I know zerker gear issnt a problem..

But if crit damage becomes Ferocity and X amount of Ferocity = 1% damage..
That would only hurt mixed gear people and a massive nerf to celestial people way more compared to full zerker.

Celestial & Ferocity = nerf?

in Profession Balance

Posted by: nicknamenick.2437

nicknamenick.2437

https://forum-en.gw2archive.eu/forum/professions/balance/Make-Ferocity-scale-like-armor-reduction/first#post3514044

Maby this would not over nerf the mixed gear people.. or celestial..
But only the full zerker people.. (what I still think is stupid..)

Warrior: Pin down to 3/4.. any compensation?

in Profession Balance

Posted by: nicknamenick.2437

nicknamenick.2437

Strong skills should be more telegraphed. That’s just how it is.

Skills like backstab?
Lightning Strike?
Power Lock

warriors have enough survuvability to stay alive while executing such attacks
backstab has longer animation than any of warrior attacks due to:
- stealth requirement
- positional requirement
- travel time

let’s assume you are facing d/p thief, to get backstab off he would need to go BP -> HS -> get behind you and use backstab – that is waaaaaaaaayyyyyyyyy more time spent on execution than any of warrior attacks

25sec cooldown on pin down that’s easy to dodge
And you? its almost impossible to miss a backstab.. and you don’t have to wait that long to do it again

Make Ferocity scale like armor reduction

in Profession Balance

Posted by: nicknamenick.2437

nicknamenick.2437

So you don’t extra nerf the mixed gear people even more..

So the more Ferocity you stack it becomes less powerfull

Because the problem issnt the mixed gear people in PVE doing average damage.. your talking about the full zerker guys that becomes to strong.

Warrior: Pin down to 3/4.. any compensation?

in Profession Balance

Posted by: nicknamenick.2437

nicknamenick.2437

Well designed skill should do either two mediocre / weak things or one powerful thing, but not more. Skills which do many powerful things at same time are generally overpowered and broken. Pin down clearly violates this game design rule and has too much good things going on.

Right now pin down has 1000 range, 25 s cooldown and does:
minor amount direct damage
6 stacks of 12 s bleed (huge)
3 second immobilize
and it pierces!
http://wiki.guildwars2.com/wiki/Pin_Down

Compare this for example with engineer rifle #2, net shot:
1000 range, 10 s cooldown
no dmg, no bleed stacks
2 seconds immobilize
can affect only one target, easy to strafe from range (don’t even need to dodge it)
http://wiki.guildwars2.com/wiki/Net_Shot

Compare this also with the warrior rifle #2, aimed shot:
1200 range, 10 s cooldown
minor amount of direct damage
5 s cripple
affects only one target (unless traited)
http://wiki.guildwars2.com/wiki/Aimed_Shot

I would argue that 5 s cripple without bleed stacks is much weaker than 3 immobilize.
No wonder why almost all warriors select longbow instead of the rifle.

I think adding some delay to the animation will not solve the thing. 3 second piercing immobilize is already incredibly strong, especially in group situations, concerning that immobilizes are now stacking. Arenanet designers should decide, either reduce the immobilize duration of pin down or tone down the damage part (direct dmg + bleeds). Description wise it would be logical if pin down would only immobilize, but would not do anything else (just like engineer rifle #2).

You know what? just delete the kitten weapon!! done with all this lame QQ or comparing..

Comparing it with your turret?? longbow is a kitten weapon! not a lame turrent you can drop and continue doing you spamming

Comparing it with rifle? rifle is terrible bad, also you compare skill5 with a skill2 from rifle on 50% less cooldown and still 1/4 casttime..

there where many posts about pin down, and almost anybody agree it could be 3x or many 4x bleeding down from 5×... and increasing its casttime from 1/4 to 1/2

What does Anet do? keep the lame bleedings but increased to 3/4 + ofc a massive message: HERE I CAST MY PIN DOWN PLS DODGE/BLIND/AEGIS/OR WHATEVER and let my skill miss everytime so I cant setup any burst with this weapon and you can keep trolling around where I am stuck in weaponswap cooldown with a terrible AA during that…

GJ Anet

And GJ about the lame 10% damage nerf also that’s going to hit mixed gear people way harder!!

All join condi bunker builds!

-10% you sure?? Based on FULL berserker?

in Profession Balance

Posted by: nicknamenick.2437

nicknamenick.2437

it will…

10% for full zerker is less compared to mixed setup.. so the builds running ascended zerker trinkets with lets say knight gear is getting nerfed much more..

I really hope I am wrong about this.. because if I get even 15% damage nerf (I run mixed.. and doesn’t matter how you calculate it its going to be atleast 15%..) I dunno If I still play this freaking game.. already get so many nerfs after nerfs.. for playing a powerbuild.
Anet is forcing us to join the LAME condi bunkers.. will NEVER do that!

Nerf zerker? Really?

in Profession Balance

Posted by: nicknamenick.2437

nicknamenick.2437

Gotta love this community, they havent given us any specifics and you are already preparing for the end of the world.

Specifics have been given, prepare to grind for new gear traits.

Oh no. A 10% DPS drop if a person goes full Zerker.

Oh the humanity. Crit Damage is now named “Ferocity.”

E’gad! It’ll take me five more seconds to kill that dungeon boss!

Honestly, from the “Berserker nerfs ruin my clear times” crowd, all I see is “I find this content so dull that I just want to rush through it quickly in order to acquire my ultimately valueless electronic reward.” Honestly, if this game has become -that- much of a grind to people, I’d just recommend taking a long hiatus. Play some single player RPGs, go on a nature hike.

I’m not one of the people who cried over ‘Zerker being the new meta. In fact, I use it in all of my Mesmer builds. Because I can just… give my Phantasms 30% bonus damage, I’ll still probably use it. Or just toss some of my student refund into getting some new gear based around what the new Mesmer meta is (I’m hoping for something a little closer to GW1. Interrupts were a lot of fun to use).

Would I like a refund on my Ascended pieces to be more in tune with what’s good for Mesmer after this patch? Yes. Would I be terribly upset if one wasn’t made available? No.

10% for full zerker is 15% damage lost for mixed gear..

-10% you sure?? Based on FULL berserker?

in Profession Balance

Posted by: nicknamenick.2437

nicknamenick.2437

Ow another example:

If you get full berserker trinkets and berserker weapon + 20 traits that’s 74% crit damage / now its 710 Ferocity that would be 59% crit damage.

If you make the ratio 11 ferocity to 1% it would only give full berserker set a lost of 6% damage.. that’s not gonna happen in think..

This is a huge nerf for many power builds that mixed some gear.. forcing us to go full berzerker to deal some damage or respec also to condition bunker.

(edited by nicknamenick.2437)

-10% you sure?? Based on FULL berserker?

in Profession Balance

Posted by: nicknamenick.2437

nicknamenick.2437

If you go FULL berserker set:

Ascended weapon and trinkets/exotic armor + lets say 20 traits
That’s 90% crit damage / Now it would be 934 Ferocity

Lets say 12 Ferocity = 1% crit damage > 934 would be 78% crit damage (12% lost)


If you have a mixed set that would give 80% crit damage / now its 782 Ferocity

12 Ferocity = 1% crit damage > 782 would be 65% crit damage (15% lost)


So only full berzerkers miss some damage.. all semi berzerkers/with some knight gear or something will see way more damage lost due to this.

Good job! thanx

Celestial & Ferocity = nerf?

in Profession Balance

Posted by: nicknamenick.2437

nicknamenick.2437

Ascended celestial 2h + exotic celestial armor + ascended celestial amulet, rings, accessories = 48% crit damage. They will have 356 Ferocity with the change.

Ascended berserker 2h + exotic berserker armor + ascended berserker amulet, rings, accessories = 55% crit damage. They will have 565 Ferocity with the change.

Using a 15 Ferocity -> 1% crit damage conversion, that yields
Celestial: 24.33% crit damage
Berserker: 37.67 % crit damage

The ratio of celestial to beserker went from 0.87 to 0.65.

*Note: Back was omitted because there is no celestial back item.

So where’s the -10% because this is 17,33% less damage… that’s HUGE!!

[WvW] Critical Damage NERF

in Profession Balance

Posted by: nicknamenick.2437

nicknamenick.2437

I really don’t get this also.. its another buff for condi bunker builds.

Warrior: Pin down to 3/4.. any compensation?

in Profession Balance

Posted by: nicknamenick.2437

nicknamenick.2437

Strong skills should be more telegraphed. That’s just how it is.

For warrior.. every patch we get is another + highly telegraphed skill on long casttime for warrior and zero for other classes

Warrior: Pin down to 3/4.. any compensation?

in Profession Balance

Posted by: nicknamenick.2437

nicknamenick.2437

Overnerfed. Just like Skullcrack. Why not take it to 1/2 second? No, make it 3/4, and give it an incredibly obvious animation.

^this.. it happens to every warrior weapon..

Warrior: Pin down to 3/4.. any compensation?

in Profession Balance

Posted by: nicknamenick.2437

nicknamenick.2437

It’s now more similar to elementalist’s Ice Bow. Which is perfectly fair.

.. that’s not even a main weapon..

Warrior: Pin down to 3/4.. any compensation?

in Profession Balance

Posted by: nicknamenick.2437

nicknamenick.2437

Why in the world do you want your autoattacks to be strong?
Isn’t that kind of silly, that you think the one attack on each weapon that requires literally no thought to use should have good amounts of power?
Besides that, a skill that has the power that Pin Down has (Guaranteed projectile finisher, long range, 6 stacks of 12s bleed, and 3s immobilize on a 25 second base cooldown) should absolutely be obviously telegraphed and dodgeable.

Also “terribly”, not “terrible”. It’s really bothering me, you wrote it four times.

Because you need to keep doing pressure with every weapon, longbow is mainly used for its immob with F1 > arcing arrow.. if you miss you at least need some normal AA to keep doing some solid damage. in its current state the AA is way to slow for its role.

Warrior: Pin down to 3/4.. any compensation?

in Profession Balance

Posted by: nicknamenick.2437

nicknamenick.2437

Anet,

You do know longbow AA is also 3/4 sec right?
its terrible slow!! not only you make pin down to 3/4 sec (that’s gonna be 1,25 for real)
But also easier to spot.. so now everyone can dodge this long CD skill..
Without immob we cant land the terrible slow arcing arrow or F1…

But we are also still doomed with its terrible slow AA!
Atleast buff its AA to compensate something, you also did for ranger longbow AA..

Why does warrior get all the 1sec casttime skills + easy to see skills??
Other classes can just as easy spam/instant cast there skills, you just make warrior a terrible slow class..


With 2x nerfs on combustive shot and now a huge nerf on Pin down I can atleast say we should also need something back..

Now F1 doesn’t do any good damage or most of the time its only for condi removal.. not even for its damage (burst.. lol) but there is now also a very VERY good counter to pin down.. still not happy with this… but there is not a single buff/compensate to its VERY VERY slow AA.. that also doesn’t do that good damage.. atleast give something in return…

People can say you don’t win with pressing 1111111.. your right about this.
Longbow is for doing a burst, but that becomes very hard with this change.. but that’s the counterpart.. but if you fail your pin down you’re forced to wait for weaponswap.. because longbow cant do enough pressure without pin down/arcing arrow.. F1 is already a joke.


Maby remove 1 or 2 bleedings from pin down and add 1 short bleeding on its AA..
So not ALL bleeding comes from only pin down, this would help both condi as power builds… now longbow depents way to much on pin down.. If this skill becomes to easy to counter there is almost no way call this weapon viable, because both F1 and arcing arrow are slow so they are designed around your immob..

(edited by nicknamenick.2437)

The hour of judgment (critical damage)

in Profession Balance

Posted by: nicknamenick.2437

nicknamenick.2437

Uhm yeah we all read it..
why make a new topic about it?

[PvE] Revising the "DPS Meta"

in Profession Balance

Posted by: nicknamenick.2437

nicknamenick.2437

Nerfing crit damage wont effect the meta. It might make rampager necro and engi stronger than their zerker counterparts though. But neither versions of those classes is an optimum choice for dungeons. Therefore meta unchanged, just slowed down slightly. People will continue to cry about being excluded from zerker groups.

I dont give a crap about dungeons.. but what about pvp/wvw?

We just all run rampage gear?? atleast its balanced ;-P

Making crit damage less effective in both pvp/wvw is a hard nerf and there is just no point to not use rampage gear

[PvE][Dungeons]Condition and Ranged Damage

in Profession Balance

Posted by: nicknamenick.2437

nicknamenick.2437

There has been a lot of talk lately about the state of dungeons rewarding skilled players with Berserker gear. This is perfectly fine as skilled players should be rewarded, however, sooner or later they get extremely bored. Combine this with a bunch of non-skilled players who are already seriously frustrated and you know that a lot of forum whining is about to kick in.

So, first of all, we all know that this game has thrown away the trinity concept. This means that all ideas about more tanky or more healy geared characters are pure fiction. What is not a fiction is introducing some diversity in the way damage is dealt. Currently, the meta is melee zerk, while condition and ranged specs are scowled at. I suggest that we think of some changes that will bring the two specs on par with melee zerk.

My ideas would be:
- remove the bleed cap
- make burning and poison stack in intensity for the number of players applying them
- buff torment so it does double damage regardless of whether the target is moving
- increase the range of might and fury applications so ranged classes are not left boonless.
- last and most important – remove multiplicative scaling of % damage bonuses and make it linear. As a wild guess I would say that right now 1 point of Power is worth 15+ points of condition damage.

All of these changes must never happen in WvW and PvP, obviously.

All of these changes must never happen in WvW and PvP, obviously.

Pffff pls post this at the beginning of your post :-P
But yeah i agree with you.. it makes both berserker and condition build viable in dungeons.. all happy :-)

[PVE][Necro] Why don't necros have cleave?

in Profession Balance

Posted by: nicknamenick.2437

nicknamenick.2437

Cleave is already a limited range. It’s basically an aoe attack. Why couldn’t an axe cleave? It’s not like the cleave would get the range of the axe all of a sudden. You have to look at it the other way around. Single target range remains the same, but an extra Cleave range is added.

Because axe issnt a melee weapon for necro’s…
Like i say, can i have 100b on ranged also?

There is a difference between cleave and aoe damage.
Cleave is in melee range (130) aoe is on aoe skills that are balanced around it..
Some AoE skills does high damage but cant be spammed
Some AoE skills does low damage but can be spammed

Making a melee weapon that does high damage on 1 target is “OK” making it cleave is “OK” if its in melee range also.. making it cleave AND on ranged (melee) weapon is very bad design..

[PVE][Necro] Why don't necros have cleave?

in Profession Balance

Posted by: nicknamenick.2437

nicknamenick.2437

how is that a terrible idea
ranged = cleave impossible? I don’t understand the logic

Can i have a ranged 100b also?

necro is already very strong in duels.. making it cleave also will dominate pvp/wvw
And soon we all see necro’s doing cleave damage on range..

[PVE][Necro] Why don't necros have cleave?

in Profession Balance

Posted by: nicknamenick.2437

nicknamenick.2437

I see no reason axe can’t cleave. So what if it isn’t melee?

Axe is already range… making it cleave also is a terrible idea

Nerf zerker? Really?

in Profession Balance

Posted by: nicknamenick.2437

nicknamenick.2437

Zerker needs nerfing. That is all.

So we can all run condi bunker builds
So we have to spend more time in dungeons
So we can delete all power weapons and all run hybrid/condi weapons
So we can delete power classes.
So we are all the same and nobody dies anymore in duels
So we cant capture point in pvp before timer ends
So we can spend bilions of gold to get new gear/weapons

$

Crying about zerker stats in this condi bunker meta.
It makes me really sad..

(Balance) Developer Livestream on Friday at 2pm PST

in Profession Balance

Posted by: nicknamenick.2437

nicknamenick.2437

Wanted to ask about critical damage/critical chance.
Right now critical damage and critical chance are shared stats, that means that any skill i play has the same chance to critically hit, and the same damage multiplier.
But power does not have the same property, every skill has own scaling parameters, and that makes sense.

What if instead of having character stats “critical chance” and “critical damage” we would have just two primary attribute precision and rage(for example), that would act as power to critical chance and critical damage of a skill? SO every skill would have its own critical chance and critical damage.
I see these cons and pros:
Cons:
This makes game slighlty harder to understand because of new mechanic and a little bit more slightly harder to understand because of increased variety.
Large tooltip size increase.
Pros:
This approach is more consistent(primary stats act the same)
This approach gives more flexibility in skill creation
This approach allows to finetune skills easily
This approach makes sense(rogues should have bigger crit chance than warriors with hammers)

What is your opinion on this approach? Are your changes similar to these, if not, how are they better? Imo i believe that the game should become deeper over the years, because you can’t keep the old crowd of invested people interested without providing deeper expirience, so this would be a fine change in my opinion.

Well here’s is my idea:

You have power to increase your weapon damage
You can have precision to crit..
But there should be a stat to increase the crit damage..

Ofc you sacrifice allot of defence stats, but hey thats a risk/reward…
Condition builds can do both

Call it: berserker

Ow nvm just remove crit damage… and all get condition gear + condition weapon + condition class, no point to hit like a kitten with your HUGE greatsword where you can just fear someone to dead and still build into defence also.

Ofc they dont say a nerf to crit damage.. but saying a change to crit damage cant be good…

(Balance) Developer Livestream on Friday at 2pm PST

in Profession Balance

Posted by: nicknamenick.2437

nicknamenick.2437

Citizens,

This Friday at 2PM PST (22:00 GMT) we’ll be hosting another episode of Ready Up. I’ll be joined by Game Designers Jon Peters, Jon Sharp, Karl McLain, and Roy Cronacher.

In this episode we’ll be talking about a few of the things the Skills and Balance team is working on for the next balance update, including:

  • Runes and sigil rework
  • Critical damage changes
  • New stat combinations for PvP (amulets)
  • High-level overview of planned balance changes

You can catch the livestream at www.twitch.tv/guildwars2

As a heads-up, we won’t be running a Q&A segment during this show like previous episodes of Ready Up. However, feel free to leave questions/comments below and I’ll use them to guide our discussions on Friday.

We’ll see you then!

Why changing critical damage??

Ok almost everyone runs it in dungeons, but in duels/pvp/roaming wvw condition builds still dominate..

If crit damage gets nerfed you just buffed condi builds..

I feel kinda sick about this when i have spent SOOOO much time and gold into my set but also my Weapons AND traits EVERYTHING is based AROUND berserker stats…

:-(

If berserker becomes kitten and condition builds even dominate more in duels/pvp/wvw roaming i delete this game! there where never problems with these stats in that area of the game.. i hope you just talk about dungeons and thats it..

Because what i think berserker amulet also lacks crit damage…
Its +20% crit damage in pvp…!! compare it with condition amulet.

In wvw i get 100% crit damage / pvp with traits just 35% crit damage
In wvw with condi gear i get 1200 condi / in pvp i get also 1200…..

See the difference?

Real Talk: Guardian Weapons

in Profession Balance

Posted by: nicknamenick.2437

nicknamenick.2437

This post is for the scepter. These comments are coming from the idea of wvw since pve mobs don’t move and spvp has hampered the evolution of Guardian with its focus on point defense.

Scepter 1: This attack is the tip of the frustrating iceberg that is the scepter. Its slow, its a projectile (but not a finisher), doesn’t track well, mediocre damage, and isn’t a chain attack like necro (chain attack + condis), mesmer (chain attack that continues even without a target that creates a clone at the end of the chain), or elementalist (no chain attack, but applies condis and has 4 attunements). This doesn’t make any sense when looking at other classes abilities on scepter 1. It needs a major rework, it requires so much rework in my opinion that I don’t even have a suggestion for it.

Scepter 2: An ‘aoe’ RNG attack that hardly hits. The little smite fists that attack have a pretty good chance of missing if the target is slightly out of the center. The fists that attack in the area need to have a 5 target aoe cap so that it can do some aoe, and make it a symbol. The RNG needs to be taken out of the attack, its insanely frustrating. The attack needs to be cleaned up.

Scepter 3: A medium range, medium duration root that does mediocre damage and an insanely long cooldown. I think this cooldown is still this long because for some reason having the slowest class in the game means that we should have long cooldown CC as well. The cooldown should be lowered to 15 seconds, maybe even 12 seconds considering other classes ability to just about spam root abilities.

Your not alone on scepter1 with your guardian class.. did you ever used longbow on warrior and used dual shot?

Scepter 1 is WAY faster compared to dual shot, and damage is the same.. so scepter does more total damage, use is more in close combat just like longbow for warr

[PVX][warrior]pls buff Sword in power builds.

in Profession Balance

Posted by: nicknamenick.2437

nicknamenick.2437

Warriors already have a power 1handed weapon, the Axe.

We do not need another, just because you prefer swords thematically. Most other classes would KILL for the abilities on the Warrior sword. 1 alone can stack up to 10-11 bleeds with proper traits and foods.

Well i dont think this is helpful or productive feedback.

Yes we have axe. But i like sword more so i want this weapon to be viable.

Dunno why you post something like this. Because does it hurts your build if sword is also viable in power builds?

Because if they buffed the power on sword, they would have to reduce or remove the condition.

You cannot have both, this is a very very simple concept.

If Sword was geared for both power and condition, it would either be worthless to both, or completely overpowered.

True but the last hit from sword AA doesnt add bleeding.. Before the final thrust change we did had a solid AA for power builds.

With that being moved to a 15sec cooldown skill below 50%health we are left with a much weaker AA for power builds

Maybe start using your skills instead of autoattacking everything to death with your easymode class.

Ofc i do that, but we where talkimg about its AA fpr the moment.

But thanx for the tip

[PVX][warrior]pls buff Sword in power builds.

in Profession Balance

Posted by: nicknamenick.2437

nicknamenick.2437

Sword is extremly good for condition builds. If you buff it for power users you automatically buff it for condition builds too. So no, sword does not need buffs.

Lets say 10% on raw hit thats like 50 damage that can crit around 120-130. So its lets say 125 damage more in power builds

in condi withou critdamage they mostly have less power ofc also its more like 30 raw damage that if its crits (150%) thats a total of kitten condi warrior does 45 damage more on sword hit. Not really a buff for them if you ask me

Ow btw i dont do the math, thatd up to anet.
but if it turns to be a buff for condi why not bring up the raw damage and remove 1sec of its bleeding duration? Or something like that making it the same for condi builds but still a buff for power

[PVX][warrior]pls buff Sword in power builds.

in Profession Balance

Posted by: nicknamenick.2437

nicknamenick.2437

Warriors already have a power 1handed weapon, the Axe.

We do not need another, just because you prefer swords thematically. Most other classes would KILL for the abilities on the Warrior sword. 1 alone can stack up to 10-11 bleeds with proper traits and foods.

Well i dont think this is helpful or productive feedback.

Yes we have axe. But i like sword more so i want this weapon to be viable.

Dunno why you post something like this. Because does it hurts your build if sword is also viable in power builds?

Because if they buffed the power on sword, they would have to reduce or remove the condition.

You cannot have both, this is a very very simple concept.

If Sword was geared for both power and condition, it would either be worthless to both, or completely overpowered.

True but the last hit from sword AA doesnt add bleeding.. Before the final thrust change we did had a solid AA for power builds.

With that being moved to a 15sec cooldown skill below 50%health we are left with a much weaker AA for power builds

[PVX][warrior]pls buff Sword in power builds.

in Profession Balance

Posted by: nicknamenick.2437

nicknamenick.2437

Sword is extremly good for condition builds. If you buff it for power users you automatically buff it for condition builds too. So no, sword does not need buffs.

Lets say 10% on raw hit thats like 50 damage that can crit around 120-130. So its lets say 125 damage more in power builds

in condi withou critdamage they mostly have less power ofc also its more like 30 raw damage that if its crits (150%) thats a total of kitten condi warrior does 45 damage more on sword hit. Not really a buff for them if you ask me

[PVX][warrior]pls buff Sword in power builds.

in Profession Balance

Posted by: nicknamenick.2437

nicknamenick.2437

Warriors already have a power 1handed weapon, the Axe.

We do not need another, just because you prefer swords thematically. Most other classes would KILL for the abilities on the Warrior sword. 1 alone can stack up to 10-11 bleeds with proper traits and foods.

Well i dont think this is helpful or productive feedback.

Yes we have axe. But i like sword more so i want this weapon to be viable.

Dunno why you post something like this. Because does it hurts your build if sword is also viable in power builds?

[WVW] Condition Bunkers are overpowered

in Profession Balance

Posted by: nicknamenick.2437

nicknamenick.2437

True, but Anet’s system of damage really sucks…

Direct damage:
- Power
- Precision (& Crit chance)
- Crit damage

Condition damage:
- Condition damage
- Condition duration

Both ways have penalties. Direct damage needs to invest in 3 stats. Condition damage on the other damage can be removed, while critical hits can’t be cleansed or anything. Condition damage is also over time and can very easily be nullified by someone with a lot of condition removal, such as mesmers, necros, elementalist and guardians.
That makes condition users very vulnerable.

But conditions doesnt do only damage.. There effect are also very good. Onky weakness can counter a powerbuild very hard.. Lets not talj about poison or confusion/torment/chill etc

[WVW] Condition Bunkers are overpowered

in Profession Balance

Posted by: nicknamenick.2437

nicknamenick.2437

This allows them to be able to be competent in defense and offense. This is imbalanced because power builds to be effective need to invest in critical chance/critical damage and power obligating the player to invest less in healing power or vitality.

Most condition builds has to invist in three stats as well: condition duration, condition damage and precision. There are some builds which don’t and they can be looked furter into.

most get precision in the same line as condition damage, you can easily get Condi duration from food and armor sigils.

Indeed, why issnt there +40% crit damage food?
Or my warrior also have +50% bleed duration trait.. Man this would be cool if its 50% crit damage :p

[WVW] Condition Bunkers are overpowered

in Profession Balance

Posted by: nicknamenick.2437

nicknamenick.2437

I agree on this topic.

Yeah you maby need some +% duration or precision but duration is easy to get with just 1 trait or food.. Sigil maby.
And precision is by no way that importent for all condition bunker builds compared to power builds.
Also the conditio. Doesnt do only damage but also an effect.
Thats leaves enough stats/space left to build very deffensive.

I see more and more condi bunkers in this game and i really disapprove this playstyle.

[PVX][warrior]pls buff Sword in power builds.

in Profession Balance

Posted by: nicknamenick.2437

nicknamenick.2437

Following your trail of thought, let’s buff necro’s scepter to be useful in power builds, too.

I cant tell about scepter for necro, but i dont think it helps to place that here

[PVX][warrior]pls buff Sword in power builds.

in Profession Balance

Posted by: nicknamenick.2437

nicknamenick.2437

how does buffing sword not affect condi warriors who run with carrion? nty
if i see another warrior buff im gonna quit this game for good, they are in such a godmode state atm and people still want buffs, unbelievable.

Buff to raw damage issnt really buffing a condi warrior.

Also you didnt read the rest here, because i ask for a buff on an Under used/ Up weapon in power builds.
by no way sword is godmode in those builds.

If i am talking about buffing hammer of longbow or condi yeah there your right. About this topic you wrong

HS OP? and troll unguent? sorry its condibunk

in Profession Balance

Posted by: nicknamenick.2437

nicknamenick.2437

Well HS on its own is that way bevause warr need it.
I dont get that many evades etc etc.

You do get blocks, endure pain and berserker stance though. As well as having higher HP and armour than anyone else. Theres no good reason why warriors NEED insane regen to survive more than any other class does.

If you go bunker you shouldnt do that high damage.

Potentially true, but thats got nothing really to do with TU or rangers, almost every class can do the exact same thing.

The mechanic between ranger or warrior os totally different so lets keep that out of this discussion pls

This whole topic is about warriors vs ranger… isnt it? Thats what the title and your OP says…

I run zerker and yes i still got 400hps from HS but by no way you can say thats bunkerstyle.

The fact that a berserker warrior has more HP and regen than this bunker ranger probably did suggests otherwise.. but we’ll ignore that.

I disapprove these builds (any! So no not only rangers)

Thats great and all, but dont then make a post acussing rangers of being OP if what you really mean to say is all condition bunkers are OP.

Thats why i changed the title. And if you read the rest you find my answers

HS OP? and troll unguent? sorry its condibunk

in Profession Balance

Posted by: nicknamenick.2437

nicknamenick.2437

So essentially you fought a bunker who had stat-ed into regen and were then outraged than he could heal nearly as much as you (who hadnt boosted your healing at all)?

Ok.

The whole point of bunker builds it to stay up no matter what. Engis, guardian and warriors can all also build rediculous bunkers.

The reason people complain about HS and not other regens / heals is because HS requires 0 healing power, 0 traits, no casts time. You just pick it and you’re set for life, which is a problem. Theres nothing wrong with people building a build around bunkering down because they are investing a significant amount into achieving it.

Well HS on its own is that way bevause warr need it.
I dont get that many evades etc etc.
And yes i also said condibunker warr is just the same trolling build.

If you go bunker you shouldnt do that high damage.

The mechanic between ranger or warrior os totally different so lets keep that out of this discussion pls

For both classes its indeed sick they can do bunler and damage in 1 build.

I run zerker and yes i still got 400hps from HS but by no way you can say thats bunkerstyle.
It just gives a berserker warr just enough sustain it needs.

If you stack with banner heal or shout heal it becomes massive yeah. But normally you wouldnt do enough damage… But there comes condi and your done.. All in one

I disapprove these builds (any! So no not only rangers)

(edited by nicknamenick.2437)

HS OP? and troll unguent? sorry its condibunk

in Profession Balance

Posted by: nicknamenick.2437

nicknamenick.2437

There changed the title

HS OP? and troll unguent? sorry its condibunk

in Profession Balance

Posted by: nicknamenick.2437

nicknamenick.2437

So we moved from the heal being overpowered to it being a condi problem? Good to know since Condi Warrior is even more obscene than a condi Ranger.

Agree :p

Well yeah i think the problem is more in being condi bunker. I think its OK to heal that amount but not in combination with the condi pressure.

so yeah i blamed that healing because its sick. But indeed the problem is condi still being very good in this build.

HS OP? and troll unguent? sorry its condibunk

in Profession Balance

Posted by: nicknamenick.2437

nicknamenick.2437

Indeed i cant beat that bunkerbuild.
If i try so hard there is zero chance for me to win vs them.

So thats how it should be? Dunno but i dont see any balance in that even if they spec for it. Because even when they spec for it so they wont die they can still kill me easy.

If you spec full bunker you should do low damage, but thats issnt true about condibunkers

[PVX][warrior]pls buff Sword in power builds.

in Profession Balance

Posted by: nicknamenick.2437

nicknamenick.2437

But now I run this for a long time but i see more classes that counter its damage very easy. If the class is kinda bunkerstyle you wouldnt do enough pressure with sword. And pressure is a huge part of a duel/fight. Without that your forced to leap away

That’s the thing, you don’t take sword because it is the best burst weapon we have; it isn’t. Obviously you need to balance the weapon sets you choose, and you always sacrifice something. If your sword is not downing people, then you need a secondary weapon set that does that, either by itself or in combination with sword.

You say pressure is a huge part of a fight, I agree. But when you’re losing a fight, either because of your own faults/opponent’s superiority or because your opponent got help, sword allows you to escape, whereas, for instance, axe does not. IMO, buffing sword would interfere with this balance.

i agree that if sword gets more damage it could be way better compared to lets say axe.
so my % is just an indication, ofc i lett anet decide how much it should be.

Because i try to get the most out of sword be mostly it doesnt feel enough.
i hope anet feels the sameway :p atleast i can try..

But i do thank you for the contructive feedback and sorry about my bad english