The game is great if you want to see your character growing but not if you want to be the hero.
Theres not much left if you play pve only and you don’t do dungeons, fractals. Its either champ trains or slash some foes on your own or do overfilled world events to be part of something big rather then beeing big. Ok there is ascended gear which you can grind for or you can grind for the materials for your crafting pleasure. Or you can work on map completion and thats basically it. And once you’ve done the jumping puzzles and/or dungeions why work them again?
So if you want to be the hero you can roll a guardian or a ranger and farm champs alone so feel strong at least like a hero.
dislike:
- traits start now with lvl 30 my idea: lvl 10
- two way system either champ or pay my ideas: buy with karma from renown hearts, events, dailies, monthlies, other champs, veterans and elites…
- still to many useless and/or misplaced traits and/or trait lines e. g. Inner_Fire from "When you are set on fire, you gain fury. " to “When you set a foe on fire, you gain fury.”
my issues with megaserver
- can’t do temple events since they don’t start as often or they are defended successfully suggestion change mechanic so it can’t be defended and it should at least start every hour so you can catch at least one and get the skill that is bound to their boss
- can’t kill enemys and champions since they miss. suggestion increase their amount and their refresh rate since more people are on the map
ok seems gw2 needs a day off
I did the arah event in orr and switching the effect LOD on and off does not make a difference.
There should be details you can chose of:
- none
- mine
- 5 charachters
- 20
- 100
- all
I mean the effects are a mess since the early betas and it’s not really having quality.
I’m using the thiniest charr body available. Male guardian.
1. The ascended helmet does not look like one for a heavy profession.
2. There are red spots on the armor which can not be dyed. Sure it is not much but in terms of quality…
See the attachment.
I hate the way on how to get to the ascended gear. Its just grinding and grinding and grinding. And after that it is combining combinging combining. Combine this and this and this and as a result you get this. And you do it over and over again. If you are not frustrated and or annoyed you get it during the process.
Its just boring. It should be simple. Less grind and less combining.
Why not simply increase the amount of oriculum ore etc. for ascended gear. Its less grinding various ores for the other metal or foes for the other materials like blood or the many scraps that are needed.
Don’t blame ppl for beeing efficient.
Those new GM are not the best since they lack once again in offensives GMs. So for another year you can’t be the offensive guardian you may want to be.
Rangers need bounce on there bows. And traits placed right.
Great you guys agree. As a melee you have to work and as a ranged you have to camp. So theres is melee punishing. I’m satisfied.
Blast finisher for what? Light fields! And they do retaliation for 1/4s? or something like that. Sure if you bring someone with fire fields and a couple of guardians… but solo the skill is rather useless for that little retaliation gained.
No guardian hammer is a good supporting weapon via protection and healing on fields etc but damage wise the hammer is just solid nothing special at all damagewise. If you take a look at the dps table someone did in the guardian section you will realize that the dps on the hammer is the worst of them compared/viewed at.
Even from a contol point of view. Its 2s immob. and that hammer bash. S5 can be ignored.
I like the new trait and it fits perfectly into honor.
Why should i use hammer skills when the chain is damage and boon wise the best?
S2 has nice damage but cancelling the AA for it? I’d rather have a boon on this or more damage or something really mighty on it. Maybe x stacks of might or fury?
S3 2s of immobilization in a line for 1200 range. I don’t know when to use this at all. Except soloing champions and needing some time to catch a breath. I would change it to 4s immobilization and 600 range.
S4 funny. Aoe on it would be cool.
S5 rather useless. I would add damage. Damage always works. Or an aoe stun 1s on foes trapped inside.
Now the loot system is not the best. Why? Either you farm champions or world events to progress. Or you do dungeons. Thats ok but whats with all those veterans that you slay. Veterans consume more time and are not rewarding it trough loot.
So why not add minor champion loot boxes into the game that are dropped by veterans.
How could this veteran box look like:
- 1 or 2 ascended crafting materials. Either Bloodstone dust or Crystalline or Dragonite or Empyreal fragment.
- Or guaranteed tier 4 or 5 rare crafting material (lodestones).
- Or 3 – 5 normal loot bags of that type of creature.
I hate the current punishing of melees in this game. Since i play mostly open world PVE this goes to those guys who do design such things.
The great jungle wurm is pretty anti-melee with its fears and its push mechanics. Its just frustrating to keep getting pushed back and re-run towards that thing for 15min.
Champion ancient rotting oakheart. How many times does it push you back every 5s or something like that.
Or another world event: The inquest golem mark II. Overpowered electric fields depending on the profession and its health. While the golems gun does not scratch you at all as a heavy. If you are in melee you may get thrown into those electric fields while the ranged gets tossed further away.
Now it wouldn’t be a problem if ranged would get punished as well. And mostly these guys stay in a save spot far away and do their damage. Sure as a guardian or a warrior you can roll ranged as well with all the benefits but is that good game design? Its like: Okay i now that foe i have to stay away or i can go all in. Risen priest of melandru to add one to the list. Or the high priestress of dwayna. At melee you won’t see the animation of dwayna due to the effects going on and at ranged you can rather easily dodge your way out of it.
So how to solve it? Reduce the frequency of punishing the melee. And add punishing to the ranged as well.
Here’s my solution as an example how it could be done:
The golem mark II could activate a shield returning all ranged damage. So you have to go in melee as well. After that electric fields will activate so you have to get away. There should be more dynamic in those fights. Why not spam some adds or champions as well?
My suggestion:
activation time: 0,5s
Damage: 370 (1.000)?
Damage (1x): 555 (1.500)?
Protection: 1s
Symbol Duration: 1s
The change would make the weapon more fluent and a little less predictable. Overall the change would be great for PVE.
Why i want this change: its difficult to aim due to the long activation time. As said in PVE many mobs that are moving etc. Its just a mess.
After playing a while with the hammer. I’d say i got used to it. I mean its great for showing of your hammer.
After playing further it still sucks in larger events like the temple events and their trash mobs since they won’t last enough for even a chain. Sometimes hitting a foe a single time is difficult.
(edited by raubvogel.5071)
I’d prefer less damage and/or boon time and a quicker attack.
For me its just annoying to view that animation.
Its 1,25s but its still too long…
A higher base health
B better access to fury
C better power and precision grandmaster traits
If you got the resources you can waste them.
Why should i use them?
Sure mediations heal you if you trait for them and then? I can imagine that they are in a good shape in PVP but whats with PVE. Yes, there it is the PVE/PVP dilemma again.
What about signets. Sure they were buffed. Was is enough? I mean do we need condi buff on them? Do we need a downed rebirth in PVE? What about more damage or reducing damage. I mean at least the last two skills seem to be okay. What about the relevant traits? 4s fury anyone?
Sure the profession is in a great shape i mean you can play. You can play a p/p engi as well.
Now what would i do:
Meditations would be offensive buffs while the shouts are rather defensive ones.
Signets should be something for casual players. If you don’t want to rely on activating your skills.
(edited by raubvogel.5071)
Are you zealous if you heal on hit? I mean what does it mean?
However it could be changed to something like this:
- 10% damage and fire damage on crit
- fire blast on crit
- fury on crit
- might on crit
- further heal on crit
- protection on crit
- retaliation on crit
- +20% damage while health is below 50%
There is so much you could do better in this game… if it is meant damage it should be fully damage. If you want to make it perfect you give players the ability to choose wheter they want heal or damage by 2 traits.
If it is a damage weapons why has it heal trait on it?
I agree its more pain then gain.
I guess the statistics are exclusive to the devs therefore they can see if this is true.
And in the end it is their decision if they want or simply have that manpower for that.
To me it looks like an easy way out design. I’d like to see and request an iteration. It should really look big heavy and everything like the other races are having it.
Those coefficients are great.
Dont forget the ticks its 1s vs 3s now whats better
A regen fits better to the guardian.
yeah whats great in PVP is bad in PVE in vice versa. And the wish for separation is as old as this game.
Those who spent most of their time in PVE wont join PVP an again vice versa.
I agree with #1. But there are more traits that are not great. E. g. the GS +5% + little heal. Several grandmaster traits.
But if you play PVE with zerker why should you use it. Its not making a difference like HS. Its always like the warrior is having all the goodies. Im not saying guardian is not good but with traits that push your condi as a grandmaster and the lack of condition sources the guardian has…
This trait is so bad i even don’t use it. The passive is a joke and the active is not really needed. Its the same with GS +5% + little heal. Boring traits.
If i trait for something i want an impact. Not enough like on so many. But this counts also for other skills and even professions.
my suggestion is tick every 5s.
I would make empowering might a grandmaster on the precision trait line. It fits better there.
I also would turn inner fire into gain fury when you set a foe on fire rather the way it is currenty.
(edited by raubvogel.5071)
I disagree. Everything should be as effective and fun as the warrior. Warrior should be benchmark and not the worst profession. Imagine the automotive industrie would benchmark with the worst car manufacturer. What weaknesses are having cars? I’d say the driver.
My suggestion: Shift damage from AA to WA
You do realize warrior is already outperformed by other classes in EVERY area of the game.
I simply don’t get what you can’t understand.This is a joke right?
You’re either a terrible player or unaware of how things work in this game.
I suggest you start looking things up – but i’ll give you a hand because why not.Bunker : Guardian > Warrior
Support and healing allies : Ele/ Guardian > Warrior
Solo roaming in WvW : Mesmer > Warrior
Single target damage ( PVP) : Thief / Mesmer > Warrior
Single target damage ( PVE) : Ele/Thief/Guardian > Warrior
Might stacking: Ele/ Guardian > Warrior
Utility ( PVE – blocks, reflects, boons): Guardian> Warrior
Condition damage: Necro/Engineer> Warrior
AOE damage : Necros/Eles/Engis > Warrior
It’s easy to put < and > where you like it or think that it’s the way it is. Reasons should also be posted.
I might say might stacking: guardian < warrior, ele, engineer.
reason: overall might stacking is easier for the warrior due to signet and shout so the warrior has 7^ (^ = stacks) for a longer period of time. Sure the guardian has might but only for 5s or 12s if using empowered. The ele has also solid 7^-9^? might when traited. And theres the enigneer with his flame thrower how many stacks does he have? Overall the ele, warrior, engi are having it sustained or most of the time.
Fury uptime warrior > all. Having those 20% is imbalanced (Signet, shouts).
How about speed buff. Sure guardian with shouts and staff #3 is able to keep 33% up all the time. The warrior is also able to do that. But he has not to stand in a circle for 4 long seconds. Therefore warrior > guardian.
Lets compare two warriors and two guardians.
Might stacking with empowred combinded 24^ for 12s.
Two warriors 3^ 25s (fgj) and signet 5^ 30s. fgj is spammable meaning 3^ can be maintened. 3^x2(+5^) = 11^ for at least 25s. Now how about some GS might stacks or true sigils… What about reload? Getting difficult. warrior < guardian
How about 5 warriors with fgj they can keep 3^5 = 15^ all the time. 5 guardians organized could keep up 24^ all the time. Gurdian > warrior. Not to mention the signet or the better traits the warrior has. (GS -> might + vulnerability)
Or in regards of PVE single target damage warrior axe AA (it’s fast and it hits hard) > all
I mean: I like to play the warrior but other profession should also be a great as the warrior. But true the gamedesign the holy warrior is the ONE. And i’d like to see the favour on the other professions as well. So don’t nerv the warrior buff the others.
(edited by raubvogel.5071)
I agree. But I gues it will never be fair or balanced. Reason: Internal definitions of professions.
Bonus: Global: Professions: How would you like to see us evolve (profession: voting is currently underway) balance?- Owner- Allie Murdock
Warrior is in the best shape. In offensive and defensive way! Powerful traits in the right trait line. Highest Health. Powerful support skills and elite skills (eg signet, banner). Good damage mitigation etc.
How would i evolve it. I would give every profession the highest health since i do not see a reason why it should be profession based. After that i would create offensive and defensive skills in the way the warrior has them but in that particular definition fitting the targeted profession (eg mesmer).
Example:
Warrior (benchmark): Signet of Wrath 30s fury, 30s 5^ might, 30s swiftness
Guardian (target): Signet of the holy fire: 30s fury, 30s fire damage on crit, 30s swiftness
Thief (target): Signet of tormention: 30s fury, 30s 1^ torment on crit, 30s swiftness
Every profession should have the same potential in regards of mobility, damage, offensive and defensive support but also tied to their unique profession. So they have to be the same but different.
Due to our lower health the warriors helaing signet would make more sense on a guardian. Maybe our helaing signet can be changed?
Our power and precision grandmaster traits are poor. If you spend 30 points you should get something powerful for it. +10% Damage (power), Fury on crit, might on crit, burning on crit (precision)
Health pool is to low. Just an individual thing. I don’t like it beeing in mellee having 10k. Sure you got your defensive stuff and once that kitten nal(sic! omg!) is gone -> bang.
I’d like to also see offensive supportive stuff. More access to fury. Maybe an elite signet “signet of the holy fire” 20s fury, 20s fire damage on crit.
Why is the cooldown on “Retreat!” so high? It’s rather a speed buff than really a powerful supportive skill. 40s?
(edited by raubvogel.5071)
1. necromancer (poor damage, no real build diversity in pve due to no cleave/bounce on several weapons, boring gameplay -> many skill activations but less results/damage)
2. warrior (reasons: to good in everything: damage or buffs via traits, raw damage, buffs via shouts and sign (fury), armor class, high health pool, heal via shouts, condition management)
3. elementalist (poor health pool, bad survivability, bad game design if you want to roll in one attunemnet due to no weapon swap design, fires is great rest is bad or to narrow designed)
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4. engineer (bomb and grenades are viable, flamethrower is rather poor damage wise, pistols are rather useless due to the less damage)
5. guardian (poor health pool especially when without buffs/shouts, less build diversity, missing +25% speed signet)
6. ranger (poor damage on the GS, No evade on sword AA, bad push mechanic on LB for melees; add bounce to SB and LB, bad positioning of traits: traps in the precision trait line etc)
7. thief (rather ok, pp is great in pve, s/p is also okay)
8. mesmer (never played, missing +25% speed signet)
I said it before: 25 on every “elite” as a passive buff. Or 25 on one support skill for every profession it’s just annoying to switch skills or weapons just for speed buff.
And the guardian stuff #3 is also stupid to stand in that circle to get a speed buff. Standing for faster running. Makes perfectly sense.
Every profession should have maximum health. Why is health tied to a profession anyway?
The lower your health the more damage a profession should do. But in this game it’s the opposite.
These forums are full of input. It’s written 1000 times. Arenanet lacks in outpout… Beginning with an active discussion with the players via the forums. It is inappropiate to simply say “thanks for your feedback, we appreciate it”. It should be like “okay we recognize that our PVE players want X on profession Y in the way Z however we think…”
Yes, from PVE pov. Now what means overpowered? Well it means in relation to the other professions from a damage point
Reasons:
- maintains fury (shout + signet)
- maintains speed buff 33% (horn, signet)
- GS has it all might gain, vulnerability gain, op damage via 100b especially with traits, banners, might etc.
- Support skills like fury shout, precision banner etc. in combination are OP
- Axe chain especially #3
- vulnerability on crit
In the end if you are a newbie the warrior is still pretty solid and easy to play in PVE. Deals decent damage. Once you got berserker and your shouts, banner etc that combination is even overpowering it further.
No profession has that support and/or traits that focus so much on offensive like fury, raw damage, vulnerability, might then the warrior. Thats the reason why profession can’t compete. And warrior is also heavyly armored and has a high health pool.
I’m not saying nerf it i’m saying buff the others so they can compete DAMAGE and OFENSIVE wise. However it’s arenanet thats lacks. Don’t excpect something. They got their definitions behind ther professions. And they don’t want a “Power creep” nothing will happen every other class will stay behind the warrior.
However if they would change the PVE game so you would need damage mitigation the next OP class would be the guardian. But currently it’s the damage that matters and therefore (re-)roll a warrior.
Another thing is this:
The traits are usually in the right place or line. So you don’t have to waste points into the health or toughtness lanes. Except the hammer ones. Or the longbow. The hammer would make more sense into power while the longbow should be in the precision.
And one more thing:
- warrior GS has it all: might gain, vulnerability gain, op damage via 100b especially with traits, banners, might etc.
vs
- guardian GS lousy heal +5% damage. Lousy might of 5s on the AA #3. No traits that power it up further
- ranger GS poor damage, nothing offesive wise in traits or buffs etc.
The less you can trait for it the more raw damage it should have on that profession…
In this game their is no holy trinity there is the holy one: The warrior.
(edited by raubvogel.5071)
In PVE the warrior does a lot more raw damage with his GS (especially 100b). So if you like high figures you should use a warrior. The guardian is able to pull 5 foes to him which makes farming/leveling a bit easier.
In general the guardian relates to defensive boons while the warrior has access to the offensive. The guardian is easier to play if played aggressive. You can trait him to blind foes on death via F1 which makes him OP if you kill at least one foe fast enough so your F1 reloads. Shouts are a great support if you are in trouble. Aegis is also a great thing. Lets say you want to do a skill challenge and while you are channeling you are under attack so with aegis you can avoid it as a warrior you have to kill that foe while as a guardian you can ignore it.
Guardian wishes staff
skill #1 add damage maybe +25%
skill #2 change it so it is a homing missle that explodes
skill #3 change it to a 1s field granting 10s speed and damage so it can be used for aoe damage or for aoe speed buff
skill #4 allow us to run while channeling and increase the buffs to 15s
skill #5 add aoe damage
Guardian wishes sword
skill #3 allow us to run while channeling
Since it is a magical class sure dagger could have a magical cleave and the same goes to the axe. Even scepter could hit 3 targets in that area with your targeted foe.
Yes to cleave.
Guardian wishes
- Speed
+25 speed buff either via trait or signet. I would change Signet of wrath due to the fact that guardian will never ever do so much condition damage that the sign will be worth it.
- Trait: Kinled Zeal
I would change it to +10 damage. Guardians are not meant to be good on conditions even with a sigil of earth. Its up to you to make it useful.
- Trait: Zaelous Blade
Remove the damage and change add heal to all blade type things sowrd, gs, spear
- Trait: Powerful Blades
Since Greatsword is a blade aswell… my wish is: add it. so it will be sword, gs, spear
- Trait: Righthand strenght
Change from 15% crit sword to +10% crit for all weapons
- Weaons: Spear
Make the AA hitting 3 targets or add a bounce.
- Weaons: Scepter
- Add a bounce 3 target to the AA
- Weaons: Mace
- Improve attack speed on the AA. Chain #3 is pretty… annoying.
- Weaons: Hammer
- Improve attack speed on the AA. Chain #3 is pretty… annoying.
PVE perspective. Sure those numbers are not the best values but they should just give an idea what i would change.
PVE Push and Pull
Pushing and pulling can be very annoying in PVE. I understand that those control skills are good for ranger, mesmer, ele, guardian for protection or bringing foes together but it is also annoying and frustrating. Lets say you attack a foe and theres a ranger coming into this fight and firing that foe out of your melee range. So this may also something one should into and re-balanced. Pushing/pulling range should be lowered.