4x Necromancer, 3x Mesmer, 4x Guardian, 4x Thief, 4 Revenant
4x Necromancer, 3x Mesmer, 4x Guardian, 4x Thief, 4 Revenant
Why ask questions you already know the answers to? Personally, I think this poll is nigh-meaningless, as there is already quite a bit of consensus in what is worse off than the rest, pre- and -post patch.
Because everyone’s opinion is different than yours, mine and his.
4x Necromancer, 3x Mesmer, 4x Guardian, 4x Thief, 4 Revenant
Either way is good. But if your auto-attack can’t hit the enemy on the wall, you will have to wait 20 seconds or more for the next flame aoe.
4x Necromancer, 3x Mesmer, 4x Guardian, 4x Thief, 4 Revenant
http://intothemists.com/calc/?build=-s;4RKkM0;360;9;4T;0JJ;0B;439;9;9Fz0-g290v
You need Berserker’s might, and the two longbow traits.
Why Berserker’s might? One of the greatest strength of the Longbow is the Flame AoE. When your zerg is sieging the tower, you can place the flame AoE onto the wall more often to destroy siege weapons or keep players off of walls. You will also tag more players as enemies walk through the flame AoE.
Sword/warhorn helps a lot with mobility.
Everything else is optional.
4x Necromancer, 3x Mesmer, 4x Guardian, 4x Thief, 4 Revenant
You guys actually want a sure-fire skill that removes 3 conditions every 7-10 seconds? Get real.
+1. There are builds that rely entirely on condition damage to kill. How would you guys like it if everyone ran around with 50% uptime on Endure Pain? Cleanses should never reliably outpace application.
How would you like it if you did 0 damage because the other players crippled and kited you to death.
Dude, I play a warrior.
But I struggle less against kiting because I always run with a ranged weapon.
http://intothemists.com/calc/?build=-so-70;9;9;9;9;9;9-5j
Optimal warrior build right here if cleansing ire gets nerfed.
You guys actually want a sure-fire skill that removes 3 conditions every 7-10 seconds? Get real.
+1. There are builds that rely entirely on condition damage to kill. How would you guys like it if everyone ran around with 50% uptime on Endure Pain? Cleanses should never reliably outpace application.
How would you like it if you did 0 damage because the other players crippled and kited you to death.
I would say you may need to rethink your strategy if this is an issue or pick up some gap closers because your build is lacking in mobility.
Why is it Anet’s fault some warriors are bad?
If you get crippled, even when you reach the other enemies with a leap, they can still kite you to death. All they need to do is step backwards.
4x Necromancer, 3x Mesmer, 4x Guardian, 4x Thief, 4 Revenant
If you think warrior is fine and we received buffs, then you are ignorant.
A condition removal that removes 3 conditions for every 7-10 seconds is not a buff?
4x Necromancer, 3x Mesmer, 4x Guardian, 4x Thief, 4 Revenant
You guys actually want a sure-fire skill that removes 3 conditions every 7-10 seconds? Get real.
+1. There are builds that rely entirely on condition damage to kill. How would you guys like it if everyone ran around with 50% uptime on Endure Pain? Cleanses should never reliably outpace application.
How would you like it if you did 0 damage because the other players crippled and kited you to death.
4x Necromancer, 3x Mesmer, 4x Guardian, 4x Thief, 4 Revenant
Well how would you do it, then?
remove conditions on adrenalane bars gained. Simple, effective, and if it’s too strong put a time cap on it. Or make it so it removes condi’s and you don’t need to hit anything. As it is, try using this trait while blinded. It’s absolutely useless and serves as evidence that the devs are jumping into a vast blue ocean of unknown. Pretty moronic changes.
Also, if you pick up burst mastery, you can’t even remove 3, at most 2. They conflict with each other and there’s no reward for pairing traits. This discourages build variation, contrary to what they were trying to implement.
Terrible idea.
Your variation of this trait is too weak, it promotes RNG, and it is anti-synergistic with other builds. Cleansing Ire is better because I get to control when to remove conditions. Your varaition is completely RNG. If I build up full adrenaline and I get cc, my burst won’t remove the cc.
Your variation promotes not attacking the other player. Because if you do, you may lose the chance to lose a condition that happens 1 second later. If the bar is full, you can’t remove it.
4x Necromancer, 3x Mesmer, 4x Guardian, 4x Thief, 4 Revenant
The 3 second telegraph is there because it hits so hard with a short cooldown. To shorten it so that it is hard to get out will make Dragontooth insanely overpowered.
4x Necromancer, 3x Mesmer, 4x Guardian, 4x Thief, 4 Revenant
I agree to the problem but I disagree with the suggestion.
Instead, Using skill 2 in Down state in sPvP should give you 10 extra seconds to respawn.
While using skill 2 in PvE or WvW should give you a 100% chance to break armor while not using skill 2 should give you 50% chance to break armor.
This way, fights in sPvP will not be annoying. Player gets away, I have to walk up to them. Which is fine, if I didn’t have to do it on every single enemy player in order to kill them all. My suggestion will minimize stomp delay skills only to decisive moments.
4x Necromancer, 3x Mesmer, 4x Guardian, 4x Thief, 4 Revenant
If you want Knight gear, do Sorrow Embrace.
Sorrow Embrace rewards Knight gear and this will relieve you some gold.
Just buy a few parts of knight gear with gold and then get a few pieces of knight gear from tokens.
4x Necromancer, 3x Mesmer, 4x Guardian, 4x Thief, 4 Revenant
It should do immobilize when it travels away and then pull when it travels back.
Otherwise it’ll be too easy to avoid the pull.
4x Necromancer, 3x Mesmer, 4x Guardian, 4x Thief, 4 Revenant
Meh, adding a ICD to leg specialist is just bad. That is one of our best tools.
I disagree, ICD doesn’t matter at all for Leg specialist before. All cripple skills have a longer cooldown than the ICD.
The ICD is there so that Hamstring(Placed in Third chain of auto-attack) won’t perma immobilize enemies.
4x Necromancer, 3x Mesmer, 4x Guardian, 4x Thief, 4 Revenant
4x Necromancer, 3x Mesmer, 4x Guardian, 4x Thief, 4 Revenant
I wish that room was changed when the new AC update came out.
Right now, the game play is Kill every burrow you see.
Instead, it should’ve been like the gameplay at release when no one knew what to do.
Split the party to some defenders and some attackers.
How I would do this:
- Every incoming burrow will be invulnerable for some time.
- Then when new burrow comes up, the party cannot afford to leave the ghost collectors alone.
4x Necromancer, 3x Mesmer, 4x Guardian, 4x Thief, 4 Revenant
The huge problem with PvE is not the PvP skills.
It is the PvE itself.
No matter how much you buff damage or reduce them, anything that is not a High DPS skill will always be useless. Why? It is the way PvE is designed. You don’t need stuns, you don’t need snares, you don’t need anything other than high dps.
When PvE is designed where mobs actually REQUIRE stuns and snares, then there is no need to split PvE/PvP
4x Necromancer, 3x Mesmer, 4x Guardian, 4x Thief, 4 Revenant
Guardian and mesmers are very strong in projectile reflection control. Which is the only control you need.
I don’t think I’ll answer anything after this post because you really don’t know anything about these two classes. Your own post mentioned things like knockback and daze, which mesmers have plenty of.
Guardians and mesmers cover a lot of these : knockback, AoE pull, daze, immobilize, stun, area of denial (ring of warding, line of warding) and mesmers can be traited to perma cripple everything. They also do everything other than control better than rangers. The only thing among the stuff you mention that is not covered are chills, and if I wanted chills I’d take an elementalist or a necromancer over a ranger any day.
The scavenger example in itself is plenty nonsensical. You’re saying the targeted guy would use two dodge and then have to use a block.. plenty of classes have more evades than that, warrior itself does. Whirlwind on greatsword is the warrior third dodge. Burst skill will regenerate endurance and give one more. Coupled with sigil of energy and a shield or sword offhand and..
The thought that we only have two dodge is rather innocent.Well, you probably won’t get it. The examples given were beyond pointless and reinforcing the need for control is not going to make rangers any more desirable in their current state.
Rangers can use reliable daze, knockback, mass immobilize, blind, chill, stun, area of denial(traps), huge amount of cripple, and have a pet. They also have access to even more short cooldown evades with sword/dagger or Greatsword. Their dodge grants them protection. They always get perma-vigor with a 5 point trait. Their pets can give rangers further access to more conditions like weakness, blind, fear. This is just two profession being compared with one profession.
All of these conditions and control skills are worthless in the meta, but this is assuming that all control and conditions are balanced to be worthwhile.
The point of the control role being useful is to make inferior profession useful, not make superior profession useless. Which does a pretty good job when you are whining how great Mesmers and Guardians are to attempt to belittle the ranger.
4x Necromancer, 3x Mesmer, 4x Guardian, 4x Thief, 4 Revenant
(edited by runeblade.7514)
Guardians and mesmers are very strong at control and they are tier 1 classes in PVE. You’re not going to make it any better for a ranger by making control more important in dungeons.
Guardian and mesmers are very strong in projectile reflection control. Which is the only control you need.
Ranger excel in snares far better than Mesmer and Guardians combined. Ranger got Barrage, Frost trap, Muddy Terrain, Spike Trap, Entangle.
Yet, snare skills are worthless in the meta.
You still aren’t getting it. Rangers are bad for reasons that go far beyond the type of content found in dungeons.
Enlighten me. I am writing a huge essay on how to integrate control role into dungeon. I even covered the role of pets into it.
4x Necromancer, 3x Mesmer, 4x Guardian, 4x Thief, 4 Revenant
Guys, stop.
Here is the problem,
“I was also confused about the whole dodging thingy, i didn’t know when to dodge or understood the timing of it.”
He needs to learn which attacks to dodge. Nothing else matters.
4x Necromancer, 3x Mesmer, 4x Guardian, 4x Thief, 4 Revenant
I disagree that only damage need tuning. I believe that dungeons should be re-worked from the scratch if Anet wants to achieve harder and fun dungeons while avoiding fake difficulty.
I am in the middle of typing up a huge essay on creating a hard mode for Guild Wars 2. It goes way beyond than just three scavengers and two dodges.
In summary, it needs more type of mob groups(Mobs that are stronger together, mobs that are weaker together, mobs that makes you qq) and certain mob AI(coordinated and unlockable attack skills when mobs are clustered up.) It also contains why each kind of builds/control/role will be useful in this hard mode.
4x Necromancer, 3x Mesmer, 4x Guardian, 4x Thief, 4 Revenant
Dungeons are easy because it is not balanced around the control role. First, lets ask: Why is inferior professions inferior? Because their pvp design is about control. We don’t need control other than projectile reflection. Lets ask: Why do we not need control? The answer, Each and every encounter is balanced around 2 or less dodges. It has to be balanced around 3 or more dodges to make it hard and make it open to more inferior professions like the Rangers.
Why would balancing dungeons on more than three dodges will open up more professions and builds? Simple.
Three scavengers leap at you at three different times. You can only dodge two, someone needs to stun the third one.
What if you don’t have anyone to stun the third one? You have to use a block skill to survive.
Rangers, the least wanted profession, can take up the offer for both positions. A bow ranger can daze or knockback the third enemy. Also, a sword/dagger or greatsword ranger can evade/block using the skills.
ArenaNet has to balance the dungeon around control, not dodge rolls if they want explorable dungeons to be HARD. This will open up more to inferior professions as this is their expertise.
4x Necromancer, 3x Mesmer, 4x Guardian, 4x Thief, 4 Revenant
To summarize what OP said:
- Condition damage should not have a cap and that would fix dungeons.
I disagree that would fix dungeons.
Dungeons are easy because it is not balanced around the control role. First, lets ask: Why is inferior professions inferior? Because their pvp design is about control. We don’t need control other than projectile reflection. Lets ask: Why do we not need control? The answer, Each and every encounter is balanced around 2 or less dodges. It has to be balanced around 3 or more dodges to make it hard and make it open to more inferior professions like the Rangers.
Why would balancing dungeons on more than three dodges will open up more professions and builds? Simple.
Three scavengers leap at you at three different times. You can only dodge two, someone needs to stun the third one.
What if you don’t have anyone to stun the third one? You have to use a block skill to survive.
Rangers, the least wanted profession, can take up the offer for both positions. A bow ranger can daze or knockback the third enemy. Also, a sword/dagger or greatsword ranger can evade/block using the skills.
ArenaNet has to balance the dungeon around control, not dodge rolls if they want explorable dungeons to be HARD. This will open up more to inferior professions as this is their expertise.
4x Necromancer, 3x Mesmer, 4x Guardian, 4x Thief, 4 Revenant
I disagree. Food and armor repair is a great gold sink.
Terrible groups will contribute more to the gold sink.
4x Necromancer, 3x Mesmer, 4x Guardian, 4x Thief, 4 Revenant
The way to go is not to restrict yourself!
Why would anybody use a build he/she doesn’t like only to make the game harder? (which would still not bring more tactical depth to the game!)this game is designed to offer people choices.
Choices for builds, for gear, for class for the whole way they want to play the game.
Why would you restrict your freedom of choice?Again: Tactics has nothing to do with skills, class, gear or your build!
Slower DPS. If you can’t play the optimal build, you’re terrible and holding the group back.
4x Necromancer, 3x Mesmer, 4x Guardian, 4x Thief, 4 Revenant
Dear BP and AR, beat SBI’s butt next week.
4x Necromancer, 3x Mesmer, 4x Guardian, 4x Thief, 4 Revenant
First we ask the question: Which path should mace get a buff in?
Anti-Bunker build- Maces in real life have always been about defeating armored target. Where a blade cannot hit, a mace can hurt a armored target in the inside. Warriors have always been about offense.
Bunker build- Warrior’s mace has advertised mainly a defensive weapon, the mace can also leave enemies susceptible to further blows. However, Warrior’s mace isn’t really good at all. Buffs are needed here and there.
Anti-Bunker build path: More boon hate.
Mace Smash: Smash your foe. Deal 1% bonus damage per boon on your target. Stackable with Destruction of the Empowered.
Mace Bash: Base your foe. Deal 1% bonus damage per boon on your target. Stackable with Destruction of the Empowered.
Pulverize: Thrash your foe. Deal 2% bonus damage per boon on your target. Stackable with Destruction of the Empowered.
Overpower: Strike your foe. Gain might and fury for each boon on your target. Unblockable. Replaces Counterblow.
Sundering Mace: Mace attacks causes vulnerability when a player have vigor, regeneration, protection, or stability. Reduces cooldown of mace skills by 20%
No changes to Pommel Bash or skull crack.
The Bunker Build path:
Mace Smash: Smash your foe. Mace damage is increased by 10% when a foe is weakened.
Mace Bash: Bash your foe. Mace damage is increased by 10% when a foe is weakened.
Pulverize: Thrash your foe, leaving them weakened.
Counterblow: Whenever you block a attack, you can strike back. Suppose that a warrior gets attacked 3 time. The warrior can attack with counterblow 3 times.
Sundering Mace: 50% chance to weaken your foe whenever you strike them with a mace. Reduces cooldown of mace skills by 20%.
No change to Pommel bash or skull bash.
4x Necromancer, 3x Mesmer, 4x Guardian, 4x Thief, 4 Revenant
Drop rates hurts only players.
Bots don’t care, botter will profit greatly from the scarcity.
Care to elaborate on the blank statements lol? Is there a Botter community actively discussing this issue as well?
If you ask for an explanation, you don’t deserve any place to discuss here.
Bots are tireless farmers. Bots can give the maximum effort and reap all drops possible.
Humans have limited energy and attention span. They take breaks. They sleep, they go to work, they eat.
The more the droprates are nerfed, then the more scarce the drops are, the more frustrated the players are and the higher the price of the drop becomes. Bots don’t get frustrated, bots can give 100% effort at all times when programmed right. Botters profit more from higher price. Players do not.
4x Necromancer, 3x Mesmer, 4x Guardian, 4x Thief, 4 Revenant
The reason why there is no auto-balance there is because the match is almost over. It isn’t fair for a player in the winning side to go to the losing side just because some losing players ragequit.
4x Necromancer, 3x Mesmer, 4x Guardian, 4x Thief, 4 Revenant
Drop rates hurts only players.
Bots don’t care, botter will profit greatly from the scarcity.
4x Necromancer, 3x Mesmer, 4x Guardian, 4x Thief, 4 Revenant
I agree, hard mode needs to be more than dodge a really damaging attack.
4x Necromancer, 3x Mesmer, 4x Guardian, 4x Thief, 4 Revenant
Wow.
Can’t-you-just-adjust?
What happened to the gamers today.
Gamers have no fault in this. If the game was meant to be played in this way, that way should’ve been the default.
4x Necromancer, 3x Mesmer, 4x Guardian, 4x Thief, 4 Revenant
The problem does exist, but your solution is not the way to go.
Dungeons need to be balanced around control role. For example, three scavengers leap at you at different times. You can only dodge two. Someone needs to stun the third scavenger.
4x Necromancer, 3x Mesmer, 4x Guardian, 4x Thief, 4 Revenant
4x Necromancer, 3x Mesmer, 4x Guardian, 4x Thief, 4 Revenant
So, Elementalists should be able to use 40 weapon skills in combat?
While other professions have to use 15 skills including weapon + utility.
4x Necromancer, 3x Mesmer, 4x Guardian, 4x Thief, 4 Revenant
This is not a suggestion to implement dueling. This is a suggestion for current dueling arena room to limit bunkers from dueling for hours and hours.
My suggestion: Make a rule that limit healing. Minimum of one heal vs 10 healings. This way, a bunker cannot last forever, the one who heals the most loses.
4x Necromancer, 3x Mesmer, 4x Guardian, 4x Thief, 4 Revenant
No, I want to inspect everything. From traits, gear, and skills. Everything from the ground up.
When the party members ping their build onto the chat, I can fully utilize this information. Is that elementalist a bunker or support? Should I use this warrior as a backline or frontline? Etc etc.
Shoud i waste 3h on this fotm daily or find 1h30min group?
That is your problem if you want to waste 1h30m-3h.
Knowing what the other builds are, I can get my team to coordinate better. It is much more helpful than hurtful. I rather have you cry about the exaggerating time it takes to find a group than me wasting hours learning each and everyone of my teammate’s build in order to coordinate better in WvW or instances.
4x Necromancer, 3x Mesmer, 4x Guardian, 4x Thief, 4 Revenant
No, I want to inspect everything. From traits, gear, and skills. Everything from the ground up.
When the party members ping their build onto the chat, I can fully utilize this information. Is that elementalist a bunker or support? Should I use this warrior as a backline or frontline? Etc etc.
4x Necromancer, 3x Mesmer, 4x Guardian, 4x Thief, 4 Revenant
I would disagree, I’ve seen ‘professional’ gamers who use WASD movement just like this and manage to handle all their abilities just fine. In my opinion, what makes the combat clunky is the dodge system and numerous targeting problems . The dodge system is too simplified, a good foundation but applied in the clunkiest way possible. And targeting isn’t specific enough, leading to random targeting switches and frequent wild and disorienting changes.
Except professional gamers != new players.
4x Necromancer, 3x Mesmer, 4x Guardian, 4x Thief, 4 Revenant
Before you hit the reply button, read the post:
The reason why Guild Wars 2’s combat is clunky and unappealing is that the default keybind is terrible.
If you want new players to stay, remove turn left/right and replace them with strafe left and right. This will improve experience for new players. I have seen new players that have used the default. When you fix this, all future new players will not cry over clunky combat.
4x Necromancer, 3x Mesmer, 4x Guardian, 4x Thief, 4 Revenant
Siegerazor was added so that losing servers can get an advantage so that they can get their land back.
However, servers are getting more competitive and more balanced(compared to the release of the game) where they don’t even need Siegerazor anymore. If a server has no drive to reclaim a tower without siegerazor, then the server shouldn’t be spoonfed with a free tower.
Siegerazor gives an overwhelming advantage that upgrading towers near enemy spawn are useless.
4x Necromancer, 3x Mesmer, 4x Guardian, 4x Thief, 4 Revenant
Dungeon role is completely two-dimensional. All you need is DPS and a little bit of support. Control is just not useful. If hardmode was implemented, it would need to be balanced around control role.
How to implement this:
There are three kind of mob groups,
- Mobs that are stronger closer together. Example, The Lovers, Relena and Vassar.
There are two kinds of mobs in this group:
-One mob that needs to be singled out for example, the molten protector. Killing it will be difficult, but keeping it close to its friends will make it even more difficult. For example, a mob archer’s auto-attack cripples you and kite you. But another mob guardian will constantly try to get in the way to protect that archer. Making the run more frustrating if you don’t have the mob guardian cripple. Another scenario, one mob constantly give devastating might stacks(aura) to its nearby allies. You have to launch it away otherwise he will give auras to the other trash mobs.
- Mobs of this type should never close together. Otherwise it will unlock a much more terrible skill. A single stomp will do the trick of keeping them away. An example of this mob group, if three dredge gunners gets together, they unlock the skill “Sound volley.” Which will fire their guns repeatedly for devastating damage.
- Mobs that do not want to be close together.
These mobs just don’t want to stay together. For example, a Flame Legion shaman could have flame aura which will do flame blasts that damages players AND other Flame Legion mobs. If you cripple/immobilize them, they will be blowing themselves up . - Mobs that makes you cry and rage. Example, pre-nerfed scavengers/Nightmare Knights.
To make these mobs even more dangerous. These mobs will focus down on one player. Except, these mobs will attack in a pattern, for example, There are three scavengers leaping at you. You can only dodge 2, someone needs to stun the third one.
-Another mob’s ai is that these mobs do these instant death attacks when a player’s endurance is low. So this way, if a player has blocks, it will be really useful. It will also help if other players stuns the mobs before the instant death attacks happen.
By reworking dungeons so that control role gets balanced in, it could be the hardmode that players want. At the same time making inferior PvE professions more useful.
4x Necromancer, 3x Mesmer, 4x Guardian, 4x Thief, 4 Revenant
(edited by runeblade.7514)
The problem with being rewarded semi-appropriately is that players can park their characters at the exit and get the free “good” reward.
4x Necromancer, 3x Mesmer, 4x Guardian, 4x Thief, 4 Revenant
Make a section so that each spvp room clearly tells what kind of room it is.
5v5 or 8v8? There done. That way I don’t have to look through each and every room to see if it is full or not.
4x Necromancer, 3x Mesmer, 4x Guardian, 4x Thief, 4 Revenant
We’re going to T4!
We’re going to T4!
We’re going to T4!
Yay!
Meanwhile, AR is going to stay at T5 and BP will drop to T6.
4x Necromancer, 3x Mesmer, 4x Guardian, 4x Thief, 4 Revenant
When I joined a room that wasn’t full, it turned out thakitten was full.
How am I suppose to know that a 13/20 room is actually a 5v5 arena?
4x Necromancer, 3x Mesmer, 4x Guardian, 4x Thief, 4 Revenant
I disagree, Groups do still use a control – it’s just best set to Guardian. Anchor Guardian is the prime example of this.
It’s irrelevant, because the classes I listed have flaws regardless of the meta. They simply are weaker versions of others.
Instead, you could just kick the guardian and put in another dps build. I have not heard of anchor guardian before and it is probably not useful.
4x Necromancer, 3x Mesmer, 4x Guardian, 4x Thief, 4 Revenant
(edited by runeblade.7514)
Strengthening the control role will not diminish the value of the current “trinity” in the meta, because it already has way more than enough ability to fulfill that control role. Did you even give a look at the control abilities of the warriors, guardians, mesmers ? A mesmer can remove 3 stacks of defiant with a single shatter. 2 more by alternating between focus pull and gs 5.
For trash mob that have no defiant, focus curtain pull is one of the best control ability of the game, followed closely by the guardian’s ring of warding, line of warding, banish, binding blades..
And if you turned peeling defiant off into an extremely core part of the game one of the warriors could swap gs for hammer to peel of defiant then switch back to axe/mace for damage.
Strengthening the control role is not going to destroy the current meta.
Yet another “pie in the sky”.
The control abilities of classes like rangers and necromancers do not even compare.
And we already use quite a lot of control in high lvl fotm, guardian’s ring of warding and line of warding are really nice in ascalon and dredge. Also on trash in arah to group them up with focus pull and spam the mace knockdown with all the warriors in the group to keep them interrupted. And golem groups in CoE etc.
As for things like cripples, warriors can spam these and mesmers can trait for cripple on clone death, while the guardian has a good immobilize on scepter and hammer, and warriors have bolas and bow immobilize. So if you made immobilize and cripples an important mechanic, again, it wouldn’t be a revolution in group set up.
The current meta exists because it has the highest amount of group synergy. Control, damage, defensive buffs, we have all of it in the most optimized way.
That is why I said that dungeons needs to be reworked from the scratch where it is balanced with control role to strengthen and make control role valuable.
4x Necromancer, 3x Mesmer, 4x Guardian, 4x Thief, 4 Revenant
given the very generic statements you made, I’d have to argue that’s not necessarily true.
Given multiple mobs, control powers that knock targets back, or slow or root them, should be exceptional at helping teams dps the remaining targets down faster, at least as far as single target classes are concerned. Take 4 mobs, “control” two of them by knocking them back into a corner, then root them, then slow them, take them essentially entirely out of the game for a good…what, 10, 15 seconds?
In the meantime, your team concentrates fire on 2 targets instead of 4
Now, if your team is composed of entirely AOE builds, of course this is counterproductive, and when it comes to bosses, MOST bosses in almost all MMO’s are immune/resistant to CC, which is why most CC classes/builds need to have a 2nd build to fall back on, but CC can be very valuable
UNFORTUNATELY…for crowd control to be anything more than marginally effective, you need a team of people prepared to take advantage of crowd control, which makes CC a very team-oriented build, which, sadly, isn’t a very rewarding build for PUGS and the like
So, in short, CC IS useful – it’s just a lot harder to take advantage of then DPS TILL DIE!!! which means most people tend to go with the easier, less screw-up-able non CC builds
but I’ve played with great CC builds in other games (sadly, I don’t see it much in GW2, so I’ve got a hard time gauging just how effective it can be, as I haven’t seen anyone really try yet) and a good CC player with a team prepared to take advantage of it can turn a hard fight into a cakewalk.
LoS, you can crowd the mob together with no expense until they die.
4x Necromancer, 3x Mesmer, 4x Guardian, 4x Thief, 4 Revenant
Professions do not need buffs or nerfs for Dungeon balancing.
The problem is the dungeon design itself. You don’t need the control role at all. When dungeons are reworked where control role is valuable, then each and every profession will be valuable.
4x Necromancer, 3x Mesmer, 4x Guardian, 4x Thief, 4 Revenant
The fake Charr Cat who everyone should throw shoes at.
Do you know what is Jeopardy?
4x Necromancer, 3x Mesmer, 4x Guardian, 4x Thief, 4 Revenant