(edited by ricky.2679)
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The burst is problematic. They tried to buff support, but they didn’t realise that the current support doesn’t work with the amount of burst that is ingame.
Not just damage burst, but condi burst aswell.
The time it takes an Ele to cast geysir beneath his ally is enough for a berserker to outright kill that target.
And if that isn’t enough, you don’t burst in heal, but rather apply heal over 3s during which your ally is heavily limited in his action radius.
What you get is enough heal to outheal like 1 hit of a balanced build and half a hit of a burst build.Same goes for condition removal. You can fully go for condi removal on an ele, and an engineer or necro can probably just throw autoattacks on you and still keep you on a bunch of conditions.
A GW1 style monk wouldn’t be needed for his healing. Protection prayers is what is needed in GW2. Just some of those skills. Guardian, Protective Spirit (that would be really amazing), RoF and condition cleanse(2 of them). Game would take a 180° turn in terms of complexity.
Good post and understanding of the real problem which is lack of damage mitigation.
Protection prayers are definitely the answer and it wouldn’t even be that complicated to add such skills. But the problem is if you added them to the Guardian then it would become overpowered and players would just want it nerfed.
It seems the only real solution to this problem is to add a whole new (old) profession called monks. I don’t know how Arenanet can solve the overwhelming damage bursts in pvp and maybe that’s part of the game. It seems that the zerker pve meta perhaps had a bigger effect on the balance of this game than we thought.
If the merged thread about thieves with 500+ posts and 11k views isn’t enough reason for a monk or better healing power scaling then I don’t know what is.
Good points Neurophen and Rym. Arenanet are buffing support healing and I am glad for it. Problem is most of the full zerker burst spike damage just cannot be outhealed. There’s not much you can do to mitigate the damage either apart from your main heal, dodges, blocks, invulns and evades. Problem is when that’s all on cooldown and thief is just sitting around in stealth you’re dead.
I have played thief (only in hotjoins) and it was very easy to farm new players for rank. It’s kind of sad actually how thief can so easily turn any group fight easily just by simply pistolwhipping. Here’s an example of a build I have used with great success perhaps I’m just farming noobs but it feels wrong:
http://gw2skills.net/editor/?fZAQNAsaVl8MpypFOxzJ0PNBNhsdlOR8O83yaFA-TZBFwACOCAPOFAl2foaZAAPAAA
(edited by ricky.2679)
Very good point Frans. The ability to actively mitigate damage yourself is what makes this game good. I still think the extremes such as full zerker, conditions and bunker need to be brought closer together though. But this thread’s main purpose really is saying to the players that are complaining in this forum to try bunker or support builds. Maybe you might like it?
I played gw1 had fun but this combat system is more dynamic being able to actively dodge and every class having their own heals. I don’t know man I just get bored of the whole dps wins everything while damage mitigation and healing is not even considered. I think gw2 lacks depth and with a monk it could easily have it.
Maybe I’m just the type of player that likes when I’m needed such as Shadow Form tanks in gw1. There are many other players that I think want to be able to feel like they can help the party and be useful instead of just another player. This is why I love healing and damage mitigation and tanking is so fun.
It’s Just my opinion though and thanks for reading.
Is that even such a bad thing? Fights lasting longer hones skills and teamwork with players. The best example I can use in gw2 is wvw where there is enough support and the aoe limit of 5 prevents players being bursted down instantly if they make a mistake. The stacking zerg meta is there for a reason and all zerker damage does is make it even more needed.
Thank you Carighan for having some logic it is so hard to find on these forums. Yes I certainly agree the extremes do need toning down.
A full zerker amulet player will die in a couple of hits yet can 1shot other players, while a full on bunker such as engineer or guardian can tank hits from multiple players. Also the condition guys in the middle cant really be blamed either since he needs to tank and do some dps through the toughness of the bunkers.
Sooo… what would happen if your side has no Monk, then? Or what happens to the Monk in those apparently all-so-important 1v1 encounters?
Even Monks can die and be pressured from burst damage as seen in the video but most importantly it gives a real counter to spamming of dps (either conditions or power damage). Right now it’s just a race to see who can spam and avoid the most damage to win hence we have all these “passive” condition builds and burst spikes that rely on being invulnerable.
Evades/dodges, condition removal, block and invulnerable skills all have cooldowns, meanwhile the thief’s initative is constantly refilling and they can hide in stealth and just wait then teleport and unload burst. It’s like an assassin in gw1 on steroids with teleports, daze, stun (interupts and disables skill use) and evasion, but it also has stealth if all that wasn’t enough.
This is why I think this game would benefit from having a monk, to counter the insane burst damage capable from thieves which seems to be forcing everybody else into condition builds and bunker.
What I want simply is a game with monks like gw1 had where fights can actually last longer than a couple of minutes. But apparently Arenanet decided that healers are boring and everyone should just kill each other with dps. Healing and Damage Mitigation needs a real buff if this game wants to have any chance at being a competitive #ESPORT
Guild Wars 1
https://www.youtube.com/watch?v=EFWvdyCk1Uo
“Monks…with their unparalleled gift for keeping their allies alive”
http://wiki.guildwars.com/wiki/List_of_monk_skills
Main skills used by monks to mitigate spike burst damage were Aegis, Protective Spririt, Guardian, Infuse Health, Spirit Bond, Restore Condition and Word of Healing. But nearly all the skills had a use.
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Remember gw1 we had so many skills and different builds and they could all be used because they countered each other. But that didn’t mean that some builds weren’t better than others for certain things. There is too many players complaining that 1 build is too powerful but in my opinion its all based on skill level. Burst can 1-shot bunker or condis but they have more defense making it harder.
Do you guys want a game with no “Overpowered” skills and everything the same and boring? Half the fun of games is to have fun and in gw1 I sure had fun in pve with my shadow form tank lol. So in all honesty maybe try different classes more and try to learn all the different skills and how they can be countered. There is no reason for nerfs because you guys refuse to adapt to the meta.
For example Thief excels at burst because it can escape with stealth and evade damage. Guardian is a bunker along with Warrior they can be built to burst but will not be as good because their skills are highly telegraphed. Engineer, Ranger and Necromancer will do well with condition based builds. Mesmer and Elementalist are support characters and have lots of utility.
I truly believe Thief pistol whip burst meta with bunker Guardian’s tankiness and Warrior’s Healing Signet and invuln stances balance each other out. Also Engineer’s and Elementalist’s Aoe damage and healing by blasting waterfields counters Spirit Rangers, Necromancer’s petting zoo and Mesmer’s spamming of clones. This is truly the best meta we can get and if you don’t like it experiment with builds and kill the passive no skill builds as you call them.
Edit: If some builds don’t have a counter then reroll to them since they’re obviously so overpowered and never die. Maybe try playing as a team instead of trying to 1v1 everything. Burst/zerker will die quickly that’s a fact. Would you prefer the meta to be bunkers and condis only?
This is the state of the meta and Arenanet will not change it because it attracts the most players. Do you think that there is more skill to playing your build and everything else is cheese? This is called not playing to win and making excuses. I refer you to this:
http://www.sirlin.net/articles/playing-to-win-part-1.html
(edited by ricky.2679)
So I was bored of my guardian staff 1-ing in wvw. So I created a thief maxed it out in pve and got dungeon master with it. Then I realised maybe it could be just as overpowered in wvw and it turns out it was. Stealth and perma-evades with Pistolwhip and stuff like that then I realised an even more powerful build existed experimenting with signet burst builds from Yskithebanshee in pvp duelling servers.
http://gw2skills.net/editor/?vYAQNAsaVl8MpxpFOxzJ8PNRs9wnClnePIbXNrWBaC-TsAg0CnIKSVkrITRyisFNoYZxsAA
So here’s ^ the amazing spam 3 button build for all you pro OP thieves to use if you didn’t know of it already. Signet of Malice will heal you so I like to leave it on until I need it. You can also switch out 25% speed signet for Infiltrator’s (another shadowstep) if you want. And lastly I chose the 7% chance for initiative regen for more stuns, evades, damage and heals
(edited by ricky.2679)
Problem is: Healing Signet is either useless or too strong.
Either its passive healing outclasses other heals evekittenmilar HPS values, either it heals so much less that nobody takes it.
I honestly don’t want a “noob skill” taking a slot, a skill that is easy to use but extremely weak.
We need to redesign Healing Signet. Completely.
Example: change it into a toggle signet. While toggled off it does nothing. While toggled on it heals for 850 hp/s (or different) BUT it increases your damage taken by 50% (or different). Every toggle has a 5 seconds cooldown (or different).
It should have a high hps and a high increase in damage taken. Risk and reward. You use it wrong? You get killed in seconds. You use it better than your opponents can exploit it? It will fuel your healthbar like crazy.
THIS^ so much this. Remember back in gw1 when using frenzy for the insane auto-attack speed buff to get kills in pvp but you took alot more damage and needed a cancel stance. Great idea man, the High Risk High Reward playstyle was always the most fun to me when I actually took these games seriously. Now i don’t rage I just blame it on the game’s design or the other team being “stacked” lol…
I made a guard cause I was sick of dying to zerker noobs and watching the pvers trying to take over wvw so I started healing everything! YOLO all boons!