i agree with op and all this effects are just tooo much to can have them all in a build
warrior need some risk in his gamepaly too and when it is not possible to move this all to different traits so they cant have everything in one build than why not give them negative effects too?
i remember in wow there was a berserker thing where warrior made some seconds more dmg but get more dmg too
so why not something like this: lower warrior armor by 40% when is condi imun?
or fix for healing signet:
- reduce passive heal by 15-20% but give the active heal a FULL HP heal but damage bonus +20% and get 20% more damage for 7 sec?would be high risk high reward and warrior would need some skill to play
edit: another sugeestion – what you guys think bout reducing armor with weakness? would give some intersting gameplays in teamfight vs this bunkerish classes with combofields
It will be great if they do that to all classes: Example. You use bluried frenzy (you evade all attacks) but after for the same duraction you take 40% more damage.
Same with other kind of invul.so you basically take a lot of damage from retal when using blurred frenzy and then you take even more damage while being very squishy? i see your point but i think we would have to modify that for each class
When you use a stance (any of the warrior stances with the exception of the new healing one) you are imune to something but not to all things. Your problem is when a warrior uses all stances together. But that its not really a problem because good players can work around that and because the warrior have just used all utilities just for doing that. A mesmers can use the swords blurred frenzy every 10-12 seconds and still got utilities to use, even if they use the f4 skill they still dont use any of their utilities skills. Staff have a get of jail card every 8-10 seconds. Mesmers got the most imbalanced elites in the game and they can use stealth, ports.
Mesmer is considered by many the best 1v1 class. It only became less played with this condition meta but still is a very strong one and OP in some ways.
I would like to see your thought on mesmer when you have time.
wasting of time to start a discussion in this forum^^
I agree with you here. When poeple start to show facts people quit the discussion.
I play all classes you said (warrior, mesmer and thief) and i see the mesmer with more issues with balancing than warrior in what you call risk vs reward.
really? hows that
please explain it a little bit
With mesmer you can fight without fight, do you know what i mean? (Phantasms, clones) Blurred frenzy (no risk/high reward every 10/12 seconds) are just examples
i agree with op and all this effects are just tooo much to can have them all in a build
warrior need some risk in his gamepaly too and when it is not possible to move this all to different traits so they cant have everything in one build than why not give them negative effects too?
i remember in wow there was a berserker thing where warrior made some seconds more dmg but get more dmg too
so why not something like this: lower warrior armor by 40% when is condi imun?
or fix for healing signet:
- reduce passive heal by 15-20% but give the active heal a FULL HP heal but damage bonus +20% and get 20% more damage for 7 sec?would be high risk high reward and warrior would need some skill to play
edit: another sugeestion – what you guys think bout reducing armor with weakness? would give some intersting gameplays in teamfight vs this bunkerish classes with combofields
It will be great if they do that to all classes: Example. You use bluried frenzy (you evade all attacks) but after for the same duraction you take 40% more damage.
Same with other kind of invul.
I play all classes you said (warrior, mesmer and thief) and i see the mesmer with more issues with balancing than warrior in what you call risk vs reward.
the troll is strong with this one…
any ranger build can counter a hambow. lol
Shhh… dont let the people know that… hambow its invencible…
There is a reason why warriors dont use the active side of healing signet. Its because the active side is realy bad.
Its fine as it is now. Good against conditions and weak against power bursts. If you dont want to use it, use other heals instead.
can you just not even beat around the bush with how favored engineers are?
I’m sick of the imbalance. Just let only engineers play spvp. Stop making it seem like every other class has a fair chance. It’s mind boggling how the engineers get so much of everything. The game isn’t even subtle about how op the engineers are. It’s simply the best profession.
If you don’t believe me.. just ask yourself how many times some scrub said “oh u think you got me good huh? Don’t make me hop on my engi”
I can’t even do it man lol. The balance is a joke. It really is. It’s not even trying to pretend like there’s an even playing field between professions.
Engineers are (imo) the strongest class in the game. Require a little practise to be viable but a lot of training to be good. They have been flying over the radar of ANet because its a class that requires some practise and people are turning to classes that are easier to play in the beginning. (warriors, necros, mesmers, thiefs).
ANet probably sooner or later will put them more in line with other professions.
See, Rascal, this is how warriors reply to the fact that their healing skill heals for at least 50 points more than every other classes’ best healing skill, and yet they still get heavy armor.
And without protection, stealth and perma vigor… That Warriors….
Perhaps I should’ve added “pre second”?
Anyways, protection never lasts long, and stealth has been said to be counterable by virtually every non stealth-using professional I’ve met. You do, however, get a fair bit of mobility with your skills, some decent condition removal (especially compared to classes like mesmer), CC everywhere, and the highest skill coefficients in the game (3.75 for a kill shot, and Volley isn’t far behind). That’s on top of having conditions greatly reduced in length, invulnerability, and plenty of stability.
I know… warriors have everything other classes want… except protection, stealth, perma vigor, pets, phantasms and clones, lets cal that AI, pulls (only gap closers, underwater combat doesn´t count).
Anyways stability can be removed / changed into condition and warrior dont have a single invulnerability skill/utility.
I almost never lose to a warrior with my mesmer/thief (sometimes i lose ofc, but they play way better than me) so i find hard to believe that top players have that big problems with warriors when they have access to blind spam and remove / corrupt boons. They should by now be able to counter their stuns (with this the uptime the warrior have to regen health between CC) the same way they can counter stealth. And if some player dont see a warrior with berserker stance up its the players fault. That skill only last 8/10 seconds max with 50 seconds downtime. Its the same thing that using your high damage skills to someone with invulnerability (true invul)And yes i agree with you that mesmer need a litle more condition removal (and i think they will get it in 10th december, but still my berserker mesmer is way more viable than my berserker warrior.
It’s ironic that you say that things like protection (which usually is extremely limited in length) and vigor (to my knowledge, there are no builds that can get perma-vigor. I play S/D thief and I know that they don’t) are great, but stability isn’t because it can be stolen or turned into a condition.
How are people still complaining about stealth? I laugh at it nowadays- it’s ridiculously easy to counter.
Phantasms and clones don’t do that much damage, unless you allow them to…
And anyhow, none of this has anything to do with the fact that your prof gets both heavy armor and an insanely powerful passive heal.
Well i trully hope that you were tired when you wrote this because there are builds with perma vigor in some classes.
I´m not compalining about stealth, because i know how to fight a thief, (notice that i´m not saying i can counter stealth, i just know how to fight thiefs and i dont win all the time).
And i was saying that right now people should know how to fight warriors, the same way that i learned to fight thiefs.
There are some issues with thief right now (blind spam/evades/damage while in stealth) but you can work around them. Its the same on warriors.
You should read this post.
https://forum-en.gw2archive.eu/forum/pvp/pvp/Too-many-new-warriors-or-what
I think alot of people here said it best. No stealth, no AI, no perma-vigor, no protection, average overall healing, low evasiveness, easily telegraphed skills.
Really? Your argument is that warriors can’t stealth (why would a heavy armored character stealth?), can’t use vigor (the whole point of the class is to be able to take the hits, no need to dodge them), average healing (tell that to a mesmer, thief, or necro), and easily telegraphed skills? (of course they should be telegraphed if they stun for 3 seconds and do 5k+ damage)
You just answered your self with your answer. Now think.
See, Rascal, this is how warriors reply to the fact that their healing skill heals for at least 50 points more than every other classes’ best healing skill, and yet they still get heavy armor.
And without protection, stealth and perma vigor… That Warriors….
Perhaps I should’ve added “pre second”?
Anyways, protection never lasts long, and stealth has been said to be counterable by virtually every non stealth-using professional I’ve met. You do, however, get a fair bit of mobility with your skills, some decent condition removal (especially compared to classes like mesmer), CC everywhere, and the highest skill coefficients in the game (3.75 for a kill shot, and Volley isn’t far behind). That’s on top of having conditions greatly reduced in length, invulnerability, and plenty of stability.
I know… warriors have everything other classes want… except protection, stealth, perma vigor, pets, phantasms and clones, lets cal that AI, pulls (only gap closers, underwater combat doesn´t count).
Anyways stability can be removed / changed into condition and warrior dont have a single invulnerability skill/utility.
I almost never lose to a warrior with my mesmer/thief (sometimes i lose ofc, but they play way better than me) so i find hard to believe that top players have that big problems with warriors when they have access to blind spam and remove / corrupt boons. They should by now be able to counter their stuns (with this the uptime the warrior have to regen health between CC) the same way they can counter stealth. And if some player dont see a warrior with berserker stance up its the players fault. That skill only last 8/10 seconds max with 50 seconds downtime. Its the same thing that using your high damage skills to someone with invulnerability (true invul)
And yes i agree with you that mesmer need a litle more condition removal (and i think they will get it in 10th december, but still my berserker mesmer is way more viable than my berserker warrior.
See, Rascal, this is how warriors reply to the fact that their healing skill heals for at least 50 points more than every other classes’ best healing skill, and yet they still get heavy armor.
And without protection, stealth and perma vigor… That Warriors….
In this forums every profession is OP… except thief. Thief is the most balanced class in this game.
Lets remove all AOE then. Problem solved.
It could work but i dont think it will be viable. But… if it turns out to be viable, it will be nerfed…
If you are immo, you should only be safe if you are blocking, with invul, distorcion or skills that give you surviability without moving. Ports shouldn’t also be alowed.
I agree with OP
from all threads all i saw so far is this:
. thieves shouldn’t have stealth
- thieves shouldn’t do dmg from stealth
- thieves should be squishy
- thieves shouldn’t have moblity
- thieves shouldn’t have traits that help their survivabilityhonestly, do you guys even read what you write?
Thieves shouldn’t have perma stealth.
Thieves shouldn’t do a lot of damage from stealth.
Thieves should be more durable.
thieve should not have cheap teleports.
Thieves should have to make a choice between mobility and stealth.or stealth should have some type of counterplay and giving rangers a stupid skill on a long CD is not one of them.
This ^^
It… does…. 1.5 second cast time middle of the fight for your utilities, lack of stability/cleanse/cc breaks/dealing with clunky AI/positioning issues/slow reponse aren’t drawbacks?
That is the build you use. You have cast times like every other classes and you make choices like every other class. But you have more numbers to deal damage, protect you (body block) and your oponent have to pay atention not only to you but to the AI.
When a player needs to pay more attention to the AI than to the other player… then something is very wrong. (in PvP of course)
most of the devs play war. it’s evident based on the footage they show us. it’s always a war with healing signet.
meanwhile in the warrior section, they still think they’re the weakest class…
ANet didn´t fix stealth, evades, AI combat, conditions, bunkers till now. But i dont think they play all the classes who abuse that….
The dumb is strong with this thread.
1) Stop grouping “AI” together in one big lump. When was the last time you saw an Ele or Guardian with a full AI build? Compare their results to Phantasm Mesmers. Also, Phantasms, Pets, Minions, Turrets, every single “AI” build works completely differently. Spirits have very little similarity to Minions, which aren’t that similar to Turrets. They all operate very differently, and once you take them out of the hands of an utter noob, the entire playstyle is vastly different.
2) If you have never played an AI build well, or have never seen one played well, which I guarantee most haven’t, then your input is fundamentally flawed. It is still valid, in that you can give the perspective of an unexperienced player when it comes to these builds, but don’t pretend like you know them through and through when you don’t even have the slightlest idea of how they function.
No one said that AI was all equal. All of them work in diferent ways but all of them do the same… damage you /control you / kill you.
AI=Computer playing, not player playing,
All AI should have drawbacks when used. At least in PvP.
Wow these suggestions are terrible.. but yea I agree AI builds should be toned down. INSTEAD OF BUFFED like what’s gonna happen on the 10th.
but classes/gameMechanics shouldn’t be broken like you suggest.. instead some traits should be reworked..
Also; I’m pretty sure you have no idea how any of these professions work.. go play something other then warrior.
Well actualy i play with mesmer and ranger also. (i have all professions with the exception of guardian) If i only played warrior i could not give any sugestions because i wouldn´t knew how it is to be on the other side and i would be biased ofc.
But that is another story.
With my mesmer, none of the sugestions above would remove my strength in a battle.
Same with my ranger. Only promotes skill play and more positioning. Of course it will be harder to play because then you must do something in the fight. People are going to start thinking if AI is the best you can take to a match because you can kill the same way than before, but you get the drawbacks also.
And thats not me has a warrior talking about those isues. Right now my main is my mesmer and i know how powerfull he can be. And even with this meta we have, i still get much more wins than loses. With my ranger i dont even use spirit builds, its boring… and you win almost the time. So has warriors have issues and ANet will try to put them in line with other professios as it should, other professions have issues too and AI in particular needs to be addressed.
But you can flame me as you want and try to take this topic to other subjects. Do your best.
Yes i understand but you need to have drawbacks when you use AI. If AI hits you, you should be able to ress if you kill them. On the mesmer case it should not work that way because phantasms are not that sturdy, but they deal a lot of damage and there should be some drawback to use them too. Thats why i sugested they wont hit you in DS mode making the mesmer going there to stomp, and dont forget mesmers have ways to stomp safely (f4).
There is no need of such rework of classes with that sugestions. Combat stays the same, AI stays the same. What change is the player positioning and the need to press keys in the right time.
As i said it will bring more skill, more counters, less AI spam and more PvP.AI has no place in competitive pvp (imo). But now it IS here, so we work with what we have. Understand this: Even if we agree on the issue (one of many issues imho), we don’t agree on the solution.
Mesmers have distortion .. with 3 clones up it can make you safe-stomp most of the time (as do most other classes btw). True. But you make it the only option for mesmers … and that is just plain wrong imo. Mesmers pressure on downed state is not what I regard anything stellar already. Even more: Mesmers are quite vulnerable to going in and stomping amid AoE and condis flying around. I can’t even see the issue here.I have bolded your claim … but I can’t find any justification for it. It is “just” your opinion. As I said: We disagree on the solution to the issue.
It won’t mean less AI for sure, it will just be a nerf, making mesmers incredible bad when someone goes down, and even being borderline a burden (understatement imo).As I perceive this, you want to punish the use of AI, making it less favorable and hence promote less use of AI.
Imho all you obtain is punish classes who have AI no matter what they do. Overall it becomes “just a nerf”, nothing else. Nothing interesting, just a nerf. If you had suggested giving more dmg to mesmers and less to phantasms, that might have been interesting.
Mesmers are even one of the more advanced classes opening up for interesting play to both play and play against … again it is my opinion – I obviously like the class, despite the AI (or at least prefer it over other classes, which are just plain dumb imo).In short (repeating myself): No … again.
Everyone have right to have a opinion. I respect yours. Still, something must be done to AI in this game.
Edit: Imo all AI builds should be strong in PvE, but they cannot be meta builds in PvP.
(edited by silentnight warrior.2714)
If its doing that it should be fix.
Phantasm build is very strong if played by a decent player. In 1v1 i belive mesmer is in advantage.
Its rare a warrior be able to triger vengeance even if the other team dont knows what is doing, players usualy stomp the downed player right after downed him.
But what is more amasing is vengeance being afected by chill… Can warrior DS get even worst than now?
Warrs got the worst hands down agreed.
rangers got the best
Thieves have a much worse downstate than warriors.
In WvW i can agree with you, but in sPvP/tPvP that is not true. Avoiding a stomp in sPvP and tPvP for some more seconds could be the time your team need to ress you. Warrior its the worst of all in that case.
Right now stealth is ‘balanced’ around the concept that you cannot cap while stealthed. This allows for thieves to have extensive access to stealth, as well as all kinds of benefits while in stealth.
Letting stealth cap points would mean thieves would get less access to stealth and fewer benefits while in stealth.
I’m all for it.
If they nerf stealth to give them that option i´m for it too.
phantasms die in like 2 hits lol
this would just make teamfights alot more random than they already are with all the rallys popping around without people knowing exactly why. Phantasms dont last more than 2 seconds in team fights, it would completely break the game.Phantasms and clones are so easily spat out by mesmers, there’s not much of a risk or loss in trying to spam illusion generating skills whenever they’re up. They’re part of the AI clutter that infests PVP and now even the minimap but that’s a whole different topic.
Summons in this game are too much AI dependent and players abuse this system. I’m not saying they’re OP but the advantages of having so many AI running around knowing that their owners do not do much of the work other than kite them here and there because they can just auto-follow and auto attack a target to death plus the clutter and chaos and mess they cause when these AI pile up are just ridiculous.
I am not disagreeing (mesmer here). But you/OP are asking for a complete overhaul. I just don’t see that happening. I prefer the “old” mesmer, but this is what we’ve got. Phantasms are an integral part; as are rangers pets … with everything that follows. If you want to tone that down, you have to re-design the classes entirely.
It is only needed some modifications: they only should attack when the owner have LoS to the target (the owner must move and not stay still, no more cast and forget).
They should not attack downed players because they interrupt the healing DS skill without the player hit the downed player (the owner should go there to stomp). Or if they still hit you you should ress if you kill one AI.
All hard CC should change place with the skill that the player commands so AI dont CC you without user interference. It promotes skill play.
I don’t think you fully understand the implications of your suggestions (nor do I, but I understand some of them, at least).
For all mesmers/rangers pets do a large portion of their damage. Traits and even trait-lines evolve around that. Damage on DS is a big part of the game, and if suddenly phantasms and pets can’t do damage on DS it has a major impact.
But you want to touch this and don’t by a word mention various classes access to “safe-stomps”. Nor various classes pressure on DS. AoE on a downed player is not really a mesmers biggest feature (think engineers here), nor is wading through pools of AoE/spammed condis. Ideally we all stomps, but mesmers are for the most part quite fragile.The suggestion of making killing an AI resulting in a res is horribly unbalanced considering how fragile some of the AI is. It makes no sense … sorry, but I can’t put it any other way. It would require phantasms/clones to be much sturdier, would completely alter the way mesmer works and would if anything promote building around AI.
I guess the second part is aimed at rangers. And as a former ranger, I would have welcomed that change, but it would most likely make rangers stronger.
In short: I have to agree with Alissah.
Yes i understand but you need to have drawbacks when you use AI. If AI hits you, you should be able to ress if you kill them. On the mesmer case it should not work that way because phantasms are not that sturdy, but they deal a lot of damage and there should be some drawback to use them too. Thats why i sugested they wont hit you in DS mode making the mesmer going there to stomp, and dont forget mesmers have ways to stomp safely (f4).
There is no need of such rework of classes with that sugestions. Combat stays the same, AI stays the same. What change is the player positioning and the need to press keys in the right time.
As i said it will bring more skill, more counters, less AI spam and more PvP.
I have one armour with those runes… and i never use it. Its too cheesy. But in 1v1 its worst with a daze thief.
phantasms die in like 2 hits lol
this would just make teamfights alot more random than they already are with all the rallys popping around without people knowing exactly why. Phantasms dont last more than 2 seconds in team fights, it would completely break the game.Phantasms and clones are so easily spat out by mesmers, there’s not much of a risk or loss in trying to spam illusion generating skills whenever they’re up. They’re part of the AI clutter that infests PVP and now even the minimap but that’s a whole different topic.
Summons in this game are too much AI dependent and players abuse this system. I’m not saying they’re OP but the advantages of having so many AI running around knowing that their owners do not do much of the work other than kite them here and there because they can just auto-follow and auto attack a target to death plus the clutter and chaos and mess they cause when these AI pile up are just ridiculous.
I am not disagreeing (mesmer here). But you/OP are asking for a complete overhaul. I just don’t see that happening. I prefer the “old” mesmer, but this is what we’ve got. Phantasms are an integral part; as are rangers pets … with everything that follows. If you want to tone that down, you have to re-design the classes entirely.
It is only needed some modifications: they only should attack when the owner have LoS to the target (the owner must move and not stay still, no more cast and forget).
They should not attack downed players because they interrupt the healing DS skill without the player hit the downed player (the owner should go there to stomp). Or if they still hit you you should ress if you kill one AI.
All hard CC should change place with the skill that the player commands so AI dont CC you without user interference. It promotes skill play.
If you’re dying immediately after using vengeance then l2p. When I mean l2p I mean l2pvt.
Seriously though, stop relying on that invincibility crutch on vengeance. That nerf was well warranted. Did you really think the same huurrrr durrr zerker warrior from PVE would translate well into PVP? Get some Power, Vitality, Toughness armor.
I think you are talking about WvW? If that is the case, i forgot to tell that my isues are in sPvP / tPvP. In that kind of fights vengeance was already weak and it only could shine in some specific situation but you had to be lucky to activate vengeance. Now Warrior downstate is useless. You get up… and you die right after.
I think there is not a single downstate in other classes that rely on your armour to be usefull.
Boy this is misguided, I main MM, so I know what I’m talking about. But honestly, I think you should stop taking enemies’ “advantages” as concrete and realize for that player, AI is a drawback too. Couple facts to set you straight (From an MM’s perspective! Not Ranger.)
1. AI damage for MM is strictly single target. So is our weapons. In group fights we’re near useless.
2. Flesh Golem charge is a 3/4 cast. Not only is it not automatic from the AI, it has a longer cast time than most regular attacks… Rigor Mortis (immob from the bone fiend) is instant, but has to be triggered, and doesn’t go off until the pets next attack ranging anywhere between .001 to 3 seconds, you just don’t know for sure.
3. Pets don’t dodge when the master dodges. In Khilo I can play perfectly and 1 catapult, my entire build is wiped out. Engie wants to throw grenades from up top in the forest keep? I lost.
4. We have no direct control over them. Unless we run away, or attack another target our minions will chase anyone leaving us defenseless (very defenseless btw.)
5. We have 1 CC breaker that has a pre-cast time and doesn’t move with us, and a long cooldown AND sacrifices the minion… On a build that is dead without them…
6. Pets like to take the scenic route when chasing enemies.
7. Pets have normal run speeds and no gap closer abilities (hint, very easily kited)
8. Most people don’t know this, or refuse to listen, but you can turn off enemy nameplates, while keeping Player nameplates checked and minion names will no longer clutter your screen, but you can still see the enemy’s name!
9. No (good) “AI” build for any class has stability, and other than mesmers most have 1 or 0 stun break.
10. Just because you don’t like it doesn’t mean it doesn’t belong in the game.
11. People still don’t realize this but tab targeting now prioritizes players BEFORE pets. If YOU mess up and target a minion, deselect and tab again, problem fixed.
12. All builds have niches, take away MM’s ability to 1v1 you have a completely dead build that was a symbolic piece of what a necromancer was.
13. Spirits for rangers do not make it an “ai build”… They’re active KILLABLE support signets… They don’t attack. They spawn entities, but they don’t do anything for the spirit except buff. Remove might, stability, protection etc if that’s an issue. And while you’re at it delete 90% of the traits.
14. It’s best if you just stop complaining. Burst is op, conditions are OP, bunkers are OP, stealth is op, evading is op, cc is op, support is OP. What the hell do you want us to do in this game? Sip some tea?
15. The joy of MM isn’t that I have all the AI do the work for me. It isn’t because I have to struggle with all the crap I posted above (Aka, I can lose for stuff out of my hands too) but the joy is from controlling your enemy in order to let a rather dumb army of zombies eat the enemy. Its fun for me, the niche is cool and the feel behind it even cooler. I’ve been MM for about 9 months, at least in its ups and downs I take it for what it is and I’m not a FOTM roller, like a lot of people are.
16. This game isn’t even hard. Usually if you die to AI, you’re just not moving enough, just a little bit will typically do. Pets miss a lot just from basic combat flow, and they die in the same manner. If you’re not trying to control an enemy so an army can get some hits in you’re spamming a few hard hitting burst or aoe condition spells and randomly pressing your evade buttons. Stop pretending AI players have to works so much less than the typical spam-pro.
17. I’m done raging at this.
In my sugestions combat with AI stays the same but it gives more skill to the player and less dependency on how the AI does the work for the players.
Its a good change and it could bring other builds to the game, less cluster and more PvP.
Edit: The target system still sucks and is even worst than before imo.
1) You should be able to ress if you manage to get down a AI pet / Phantasm / spirit weapon / turrets. The reason behind this is the AI makes to much damage / control to a player that sometimes the player that “control” the AI almost dont have to do almost nothing to win the fight. If the AI kills you, you should be able to ress if you kill the AI.
phantasms die in like 2 hits lol
You got a point there. A work around could be phantasms not being able to attack you if you are in downstate.
Ok. I find it. It was nerfed in the Game Update Notes – October 15, 2013.
“•Vengeance: Players are now granted the same duration of invulnerability as rallying upon activation (1 second from 5 seconds).”
Its oficial… Warriors have the most useless downstate in the game.
We all know that AI in GW2 should be reworked, at least in PvP, the way we could do some PvP and not PvE in the mists.
I have few sugestions that could help to tone down the strenght of some powerfull AI Builds.
1) You should be able to ress if you manage to get down a AI pet / Phantasm / spirit weapon / turrets. The reason behind this is the AI makes to much damage / control to a player that sometimes the player that “control” the AI almost dont have to do almost nothing to win the fight. If the AI kills you, you should be able to ress if you kill the AI.
2) AI only should attack a target if their “master” can see the target (line of sight). If the player that controls the AI dont go to the spot were the other player is the AI also shouldn’t go.
3) All hard CC that AI provides should only be used by the player command. Its too easy to let the flesh gollems/ranger pets knock/fear the other player without the player do something to order that. And this is mostly anoying because the AI would try to interrupt your attacks/heals without the player command. This would bring some skill to AI builds.
This should put some pressure and some skill on AI builds.
Immo should afect ports too. To many get of jail cards to some classes.
Lately i have notice that after I use vengeance I´m only imune for about 1 sec and that is +/- the time you take to rise from the floor. Everytime i use vengeance (not that often because warrior downstate its the worst to avoid stomps from all professions imo) i get almost imediately dead from damage.
Its this a bug or we have been nerfed?
Basically every thief weapon besides shortbow has 0 AOE on it which makes thieves pretty bad in teamfights. Shortbow isnt too bad but why bring a thief when u can bring a necro, mesmer or engi to put up 5 times the AOE damage. Sure theives fill a niche with stealth and everything but in a 4v4 5v5 teamfight i dont see why not go with other classes that can put out way more damage.
You lost all credibility when you said the Mesmer has actual AoE, let alone “5 times” that of any other class. The Mesmer’s AoE is worse than the Thief’s. At least Cluster Bomb does a few thousand damage. We have Chaos Storm, which hits with the force of a sneeze.
Actualy mesmer have good AoE with some phantasms beside Chaos Storm, and with low cd and auto aiming if the target gets to other place.
The target system now works worst than before imo. Before you could target anything closest to you, now for exemple if a mesmer is right in front of you (the real one) if you press the target the nearest enemy button it will target the clone that is closest to you not the mesmer that its right in front of you. It happens the same with rangers and pets, necros and minions. It seams that its targeting AI first then the players when it should be the other way.
Dont believe in everything people say on the matches. When i play my thief or with my mesmer sometimes i get rages like that…. Just ignore them.
they should change healing signet completely.
large heal, short cd, extra damage received while casting it.
(oldschool for us GW1 players)Only if all other classes work on the same way.
all other classes dont have a nice passive heal signet that tick for 397 hp/sec + high hp pool + heavy armor ….
Other classes have other ways to sustain themselfs.
The target system already helps mesmers in fights to the point that if you press the key to select the nearest enemy, it will never target the real mesmer but the clone that is behind the real mesmer, even if the real mesmer is right in front of you. You need to click the mesmer to be able to target him.
Only now people are realising the strength of eng?
I already find matches with at least 2 of them in each side and as soon they nerf warrior the fotm players will choose another class.
Engenier is in a good spot for that.
they should change healing signet completely.
large heal, short cd, extra damage received while casting it.
(oldschool for us GW1 players)
Only if all other classes work on the same way.
Daecolla being a contributor makes the whole post pretty much redundant.
Comments like this are incorrect. Daecollo while a bit rambunctious at times has talent as a writer, and while all his ideas are not good ideas he does have good ideas as well. To throw out all the food in your house because you found mold on one potato is ignorant.
Comments like this can never be incorrect because it is a personal opinion. Apologies but 99% of bad ideas to justify 1% good ideas isn’t worth sticking round for. It’s like opening 100 cartons of milk and sifting through the gone off ones until you find that one good one, yet your so fed up of the gone off milk that you’ve gone off milk altogether.
Some ideas of Deacollo were good, some were OP, some were not that good but he tried to improve something on what he thought that was bad on the warrior profession. I respect him for that.
Never notice that, but i think with cleansing ire you do gain adrenaline.
No there aren´t. But people still will qq about them.